Far Orbit

"Attention, please. I am Captain Vedij of the privateer Far Orbit. I am in need of an experienced crew."

- Captain Vedij recruits at StarForge Station

The Far Orbit was an EF76 Nebulon-B escort frigate that served in the Galactic Empire's navy until it became one of the first privateering vessel for the Alliance to Restore the Republic after a mutiny. Produced by Kuat Drive Yards, the Far Orbit was initially helmed by Imperial Captain Vocis Kenit as it hunted down pirates in the Outer Rim Territories prior to 0 ABY. However, due to Kenit's bad leadership, and Commander Dhas Fenoep Vedij's disillusionment with the Empire, second-in-command Vedij led a mutiny against Kenit and the Imperial forces aboard the frigate, and seized the ship. After putting off the Imperial aligned crew and those who did not wish to stick around, Vedij had the Far Orbit travel to StarForge Station, where it both picked up more crew, and became a privateering vessel for the Alliance in 0 ABY in the Ringali Shell of the Core Worlds.

Soon after, with the help of an Alliance taskforce, the Far Orbit captured Shipment 1037, an entire convoy of freighters, as well as the Imperial escort frigate New Star, after leading them into a trap. The privateers then captured Imperial Advisor Coh Veshiv near the planet Esseles after convincing Captain Annance of the Empire Forever, Veshiv's current ship, that the Far Orbit was to be the advisor's next transport. Once Veshiv was transferred over, the privateers overwhelmed his guards and took the advisor prisoner. Following the capture of Veshiv, Kenit, who was tasked with tracking down his old ship, manipulated the Far Orbit into a confrontation with the Solar Terrors pirate group, led by Venslas Beeli. However, Vedij and the privateers emerged successful from that battle.

Kenit later caught up to the Far Orbit, and he used the transport SPF 14897 as a bait for a trap he had set. The Far Orbit raided SPF 14897, but Imperial stormtroopers in the hold of the transport occupied the frigate long enough for Kenit's taskforce to arrive. In the resulting battle, the privateers escaped only after knocking out one of the gravity wells of the Imperial Interdictor Claw, which had been preventing the Far Orbit from jumping to hyperspace. After repairs had been done on the heavily damaged ship, the frigate once more returned to the Ringali Shell and went to the world Brentaal IV. There, a landing party from the Nebulon-B picked up a datadisc containing important information, and the Far Orbit aided in getting them out of the star system.

In the datadisc was the route of the Imperial Star Galleon-class frigate Emperor's Will, which was carrying a very valuable cargo of treasures. While attempting to capture the galleon, the Far Orbit was engaged by the Claw again after it dragged them from hyperspace near the Ringali Nebula, though the privateers managed to escape it once more. Vedij and his crew then proceeded to attack the Emperor's Will and its escort, the Zaff Jendinpurg, after forcing them out of hyperspace with asteroids. Dispatching the escort, the Far Orbit damaged the galleon enough that its captain ejected the ship's cargo pod in an attempt to deprive the privateers of the loot. However, the cargo pod was captured, leaving Vedij and the crew in possession of all the treasures within.

General Information
The Far Orbit was a EF76 Nebulon-B escort frigate, produced by Kuat Drive Yards and measuring 300 meters in length. As a Nebulon-B, the ship's main section was at the fore of the ship, with a boom module connecting the fore to the aft propulsion section. At full capacity, the Far Orbit crew was 854 crew members and sixty-six gunners, though the escort frigate-class ship could run on a skeleton crew of 307 hands and ten gunners if need be. However, running on a less than full crew resulted in decreased combat efficiency, and certain unused sections of the ship would be closed off to conserve the ship's energy. In addition to crew, the Far Orbit could house seventy-five passengers, which were usually troops, and its storage compartments could hold up to 6,000 metric tons worth of cargo, and up to four months worth of consumables. For every fifty cubic meters of cargo space, a hundred tons of cargo could be held.

The propulsion module was the site of the static discharge vanes that the Far Orbit possessed. These vanes were used to get rid of dangerous excess amounts of energy in the ship's engines. This were not used everyday as they were only necessary in certain situations, like combat and ion storms. The vanes were mounted on the outer hull of the frigate, and if they were damaged or lost, the reactor had the possibility of melting down if energy built up to dangerous amounts, or the fuel system might explode. There were two turbolift shafts located in the Far Orbit, one in the foreword module, and one in the propulsion. Each shaft had two cars, and spanned multiple floors. However, the turbolifts were not continuously in service, and for security reasons, did not go to every deck. Additionally, any turbolift could be overridden by the rank cylinder of an officer, which would cause it to ignore calls from other decks. Most traffic between decks on the frigate was done via hatches with ladders that went from one level to the next.

Sensors
The sensor arrays of the Far Orbit were housed in the Sixth Section, and it was here that the sensor computer, and sensor technicians and operators were located. The computer could correlate the data received by the sensors, which acted as the eyes and ears of the vessel. It could also report on and record that same data. The computer then could make a good analysis on a variety of subjects based on the data it received. The frigate possessed a forward and an aft sensor unit, which, because the Far Orbit was an EF76 Nebulon-B, were excellent quality. The frigate had one of the most sensitive long range sensor arrays in the entire Imperial fleet, and possessed a full range of sensors. These included standard electro photo receptors, full spectrum transceivers, dedicated energy receptors, and lifeform indicators.

Additionally, the Far Orbit had the rarer crystal gravfield traps, and hyperwave signal interceptors. The crystal gravfield traps were used to detect and find cloaked or stealthy ships, and dark objects. Hyperwave signal interceptors were used for long-range scans, and were able to find the vector of a ship entering or exiting hyperspace after detecting them. After the vector was found, it was possible for the astrogation section of the ship to uncover its destination. The hyperwave signal interceptors were also used to catch hypertransciever and subspace transceiver signals, which, after being intercepted, were sent to the P-Com on Deck 1 for decryption.

Armaments and Armor
The Nebulon-B was externally armored all over her hull, and the amount of armoring varied from place to place. In addition, the ship was defended by the capabilities of a Delphus JC-671 deflector shield projector, which could prevent damage from the majority of space debris, and made the Far Orbit tough enough to engage in combat. The deflector shield generator was located off the propulsion module of the ship to avoid any of the threats that the deflector shield possessed, one of which was its explosive reaction to being breached. The shield generator was quite powerful, and used up great amounts of energy when the Far Orbit was in a space battle.

Armament wise, the frigate had twelve turbolaser cannons, twelve smaller laser cannons, and a pair of tractor beam projectors that were suited to combat purposes. Half of the turbolaser batteries were at the front of the Far Orbit, with three on each side as well. The laser cannons were positioned with six to the front, two on each side, and a pair at the aft of the frigate. Crewed by a dozen hands, the two combat tractor beam projectors were at the front of the ship. Both the laser cannons and the turbolasers ran off the same power system and blaster gas canisters, though they did run off spare gas tanks and power cells in combat situations, in order to dampen the impact of destroying one of the weapons emplacements. The turbolasers were the main fighting guns of the ship, and despite being not overly powerful, they were quite damaging when used together. The laser cannons on the other hand were not powerful, and only using them together proved efficient. Both the laser cannons and the turbolasers had a minimum range of between two to six meters, a medium range of twenty-four meters, and a maximum range of fifty meters in a planet's atmosphere.

Though the guns of the Far Orbit were located all over the vessel, the primary weapons were located in the Seventh Section of the ship. It had the most cannons, and was the first place to receive targeting orders, and because of this, the other guns followed the primary weapons' fire. The Seventh Section also held the main weapon power processing units, the targeting computers, and the central blaster gas tanks, which were heavily armored to avoid it exploding. If the blaster tanks managed to explode, the cannons of the EF76 would still be able to operate because they all operated on battery power, and all had their own reserve of blaster gas.

The gunnery stations of the frigate were sparsely lit in order to prevent glares on targeting scopes. They also echoed with the rumble of the weapon's testing routines, as the stations were located near the Far Orbit outer hull, and thus were poorly insulated against noise. The gunners of the cannons handled all of the aiming and firing of the weapons via the targeting data that the ship's sensors give them. Although the bridge of the Far Orbit usually gave out firing commands, some captains let the gunners pick and choose their targets. Because the turbolasers of the frigate were wired directly to the main reactor of the ship, located in the propulsion module, they could keep up a constant rate of fire, as long as there was enough blaster gas for them to use.

The majority of blaster gas on the Far Orbit was stored in canisters, measuring one meter tall and a third of a meter in diameter. These canisters weighed 110 kilograms, and had enough gas in them each to supply a laser cannon with enough juice to fire twenty capital scale shots. If set to smaller scale blaster shots, which were designed to take out starfighters, the canisters held enough gas to fire forty. To reload a cannon, the gunner had to lift up the canister to the cradle/receptacle that was connected to the power supply system of the laser cannon. The cradle/receptacle was then "rammed" into the main cannon, and the gunner broke the seal on the canister by operating a control on the gunner's status panel.

The main tractor beams ran off the main power grid of the frigate, and had no expendable ammunition. They were used for securing an enemy ship and reeling it in so the Far Orbit guns had more control, or to help with boarding. These tractor beams had a minimum range of two to ten meters, a medium range of thirty meters, and a maximum range of sixty meters. In addition to the two combat tractor beams, the Far Orbit had several non-combat tractor beams, positioned in the ship's TIE/LN starfighter flight deck, in each docking bay, and in the Far Orbit boarding bay. These non-combat tractor beams, each crewed by three men, served the purpose of stabilizing docking ships, bringing in both TIE starfighters and shuttles, and helping with boarding actions by securing the enemy ship to the Far Orbit.

Complement
Prior to the mutiny that occurred on the Far Orbit, the frigate had several shuttles and two squadrons of TIE fighters as its complement. The Far Orbit lost its entire fighter craft complement in its engagement with the Silent Blades pirate gang. Additionally, after the mutiny, many of the Imperial loyalists were sent off the ship in the frigate's shuttles, leaving only a pair of craft for the Far Orbit. One was a Grek-class troop shuttle, and the other a Katarn-class boarding shuttle. Over the course of its privateering days after the mutiny, the frigate added to its complement with various starfighters and shuttles that it acquired.

Quarters
Basic crew quarters existed on Deck 5, in the command module. These quarters had limited entertainment options, and the most common refreshers to service the crew there. The triple bunk crew quarter could only house average Humans, though modifications could be made to fit beings larger than that. The trooper quarters were also situated in the command module, and were between the main crew quarters and the officer quarters and the bridge of the Far Orbit. This was intended to halt or hamper the efforts of a mutiny, by not allowing the mutineers from getting to the bridge or the officers. Additionally, since all of the frigate's docking facilities were above the trooper quarters, the trooper quarters stood between potential boarders and the bridge. The standard trooper quarter was meant to house two squads, and was a pair of rooms, with the larger one filled with double bunk beds and the smaller one a common refresher.

Officer quarters were situated under the trooper and the main crew quarters in the command module. All of the officer quarters, whether they were for Junior Officers or Senior Officers, had a small entertainment console, and a low quality auto-chef, which was able to give out hot and cold drinks, as well as pre-made meals. Housed in the propulsion module was the quarters for the engineers of the ship. These rooms were similar to the quarters for officers and standard hands that were located in the command module, though they were more dirty, due to the tools and materials the engineers handled and sometimes brought back to their quarters. The standard engineer quarter featured two rooms, with the larger willed with triple bunk beds, some storage, an A/V unit, and a workbench. Privacy curtains were also featured in the room. The other room was a basic refresher.

The common engineer officer quarter had three rooms, with a pair of identical rooms mirroring each other and separated by a refresher unit. The identical rooms each had a double bunk near the door to the refresher, and a closet, desk, and A/V unit on the wall opposite to the refresher. Both non-refresher rooms also had a workbench, which was opposite the A/V unit, and a privacy curtain that concealed the bed from sight if one sat at the workbench. The crew of the deflector shield generator was also kept in the propulsion module, for increased combat readiness.

Decks of the ship
The decks of the Far Orbit ascended in number as one got further down the frigate, and nearer to its bottom.

Deck 1
Deck 1 of the Far Orbit housed Primary Communications, and it fell under the Aft First Section, which was located at the top part of the forward module of the Nebulon-B. The Primary Communications deck, nicknamed PrimeComm or P-Com, was the home of the ship's long range subspace transceiver, which had a range of over a hundred light years. Due to the fact that the Far Orbit was meant to serve as a capital ship on missions, the frigate possessed a pair of communication arrays, one for contacting local frequencies, and the other for use in long range transmissions. The communications computer that processed all of the signals was a powerful, and highly advanced, TerexComm processor unit that was located in a room at the aft of the deck, to the port side. The processor boasted multi-channel sorting and high-speed channel switching, as well as full programming in encryption and decryption. From here, comm techs could tap into secure transmission and listen for information.

At the front of the Primary Communications section was pair of rooms for encryption and coding uses, and a secure comm room with a Holoprojector and a viewscreen, as well as a couple of seats. This room was used for secure and critical communications. The P-Com itself was held in the middle of the deck, where it also had a holoprojector, with the room where the channel switches were housed directly behind it. Aft of the secure transmissions room and starboard of the P-Com existed a quartet of offices, with the forward most one being the head office. Antennae equipment and other communications structure filled up the majority of the foreword port section of the deck.

Deck 2
Deck 2 was the location of Short Range Communications, also referred to as ShortComm or S-Com, and it operated independently of Deck 1, as it used its own antennae. S-Com was located further aft of P-Com, and was also located in the Aft First Section. The S-Com handled all local light speed transmissions, as well as intercom traffic and maintenance. It was housed in the middle of area assigned to Short Range Transmissions, with a head office aft of it, and to the port resided a trio of offices. The starboard side of S-Com housed a pair of offices, and the channel switches for short ranged communications. Antennae equipment and ship structure was located just fore of S-Com.

Deck 4
Deck 4 of the Far Orbit housed the frigate's main crew galley, which was located in the Forward First Section of the ship, and was also in the command module. Here, enlisted crew members, not officers, ate their meals, though the galley was not large enough for all average crewers to fight in, so they ate in shifts, or whenever crewmembers were off duty. The galley was run and organized by a few hands, and it possessed some cooking and serving droids. With the kitchen and serving area located at the front of the crew galley, hands would come in through the front and after receiving their meal, proceed to the tables in the dining room aft of the kitchen and serving area. To each side of the kitchen were pantries and autochefs, the latter of which were connected to the main kitchen via under-deck feeds. Just aft of the kitchen resided a recycler, and a staging area was present in the back of the dining room.

Deck 5
The Command part of Deck 5 was situated in both the Forward First Section and the Forward Aft Section, and was located in the command module of the Far Orbit. Almost half of that part of Deck 5 was taken up by a set of TIE fighter racks, which were located to the front of Deck 5. The TIE racks could hold up to two squadrons of TIE fighters, and was directly over the TIE flight deck located on the deck below. Near the TIE racks was a repair rack for damaged fighters, and repeating blaster cannon hard points were located just aft the TIE racks. Forward of the TIE racks was a quartet of triple bunk crew quarters, which were cramped, and a pair of basic refreshers. Parts of the Far Orbit ship systems were located past those crew quarters, at the farthest part forward of Deck 5.

Aft of the TIE racks were more crew quarters with triple bunks in each, as well as storage units that stored a variety of goods, but did not include weapons, parts, and specialized tools. Just aft of these crew quarters was the boom module, and the machinery that operated the docking tube located in the middle of it. Additionally, Deck 5 had Tractor Beam machinery, a control room, and a machine shop on the port side. A pair of airlocks and a security station was on the starboard side. The entirety of the crew–minus officers, engineers, guests, and troopers–was supposed to be housed in the cramped crew quarters on Deck 5.

Deck 6
Deck 6 housed the TIE flight deck, which was directly under the TIE fighter racks, for ease of deployment. The hangar had repair bays, and a short range catapult/cushion tractor beam to aid in the launching and recovering of the Far Orbit TIEs. The flight deck also had a control center. Deck 6 was the location of the Forward Docking Tube, which was located on the boom module. The forward docking tube possessed a control station, status panels, and a waiting area, as well as the docking tube itself, operated by machinery aft of it. The docking tube was one of two, the other located aft of it, and both were on the access corridor, which was a one deck deep walkway from the foreword module to the propulsion module. The access corridor was very heavily armored to prevent breaches of the hull there.

Deck 7
Both Docking Bay 1 and Docking Bay 2 were located on Deck 7 in the boom module section, with the former nearer to the command module and the latter closer to the propulsion one. Docking Bay 1, however, was actually shared between Decks 7 and 8. It housed a launch/land tractor beam setup, to help pilots maneuver into and out of the bay, and was used for unloading shuttles and small freighters in the command section of the ship. The forward section of the bay housed some of the Far Orbit shuttle craft, including the captain's shuttle. As the bay could sometimes be a tight fit, wider ships and freighters used the docking tubes instead. Used to unload supplies for the propulsion module, Docking Bay 2 also served as a repair bay. It was quite similar to Docking Bay 1, and had a turbolift dock aft of it, and four cargo bays located toward the back side of it. A control room with emergency supplies was also to the port side of the bay. A pair of power conduits that spanned multiple decks were behind the turbolifts there.

Deck 8
The command section of Deck 8 was housed in the forward module of the Far Orbit, though Docking Bay 1, which was on the deck, was considered part of the boom module. The command section spanned both the Forward First Section and the Aft First Section, and the primary features of the deck were the medical facilities, the brig, and trooper training facilities. The sick bay, or the medical facilities, were able to treat all normal injuries and illnesses that crew members might get. Led by the Far Orbit doctor, a small amount of Human medical assistants and an entire complement of MD-series medical specialist droids helped treat wounds and maladies. The medical facilities' standard procedure regarding bacta treatment required that the patient be stabilized before the treatment occurred. A limited number of functional and inorganic-looking cybernetic limbs and prosthetics were available to the sick bay, though some additional ones could be assembled with a day's notice. The medical droids, ranging from the MD-0 medical droid to the MD-5 medical droid, all had separate tasks aboard the frigate.

The MD-5 performed all minor surgeries and check ups, and since it had all of the officer's medical records on file, it could obtain the medical records of any crew member in no time at all. The MD-0 served as the diagnostics droid, and it could perform a good diagnostic on any patient complaining of an illness of wound in a couple of minutes. Additionally, the MD-0 also took care of emergency triage during combat situations, and also played the role of MD-5's aid when the other did checkups on crew members. An MD-3 medical droid managed the eight Bacta tanks that the sick bay possessed, and it also ran the pharmacy. The MD-4 medical droid served as the frigate's surgery droid, and it oversaw the surgery unit on the Far Orbit, which was capable of preforming procedures ranging from amputations, and installing cybernetic replacements, to microsurgeries.

An MD-2 medical droid unit served as the aid of the MD-4, and also as the anesthesia/life monitor droid. Lastly, the MD-1 medical droid the Far Orbit possessed operated the medical lab, which was able to handle most pathological investigations. The MD-2 and the MD-3 consulted with the MD-1 from time to time here. The sick bay and medical facilities were located in the aft half of the Deck 8 command section, with the main entry the forward most part of it. The entry space doubled as the place for triage, and behind that was located the Intensive Care Unit (ICU) examination spot, which was followed by four ICU rooms. Beyond those, a pair of surgery suits and the bacta ward were located. Recovery wards lay on either side of the Bacta ward, the port one had the medical lab, the pharmacy, the medical droid bay, and the doctor's office in front of it. Behind the entire medical facility was part of Docking Bay 1, and a control room for it was located nearby.

The brig of the ship was to the starboard side of the medical facilities, and it was able to hold up to thirty-six prisoners at a time. It had numerous security cameras, and remote-activated locks, making it quite secure. With a set of refreshers separating it from the recovery ward on the starboard side of the deck, the brig had a seven rooms for prisoners: one held up to ten, two could hold up to nine, and the last four were meant to hold a pair of inmates. However, if the brig was needed to hold more than thirty-six, a maximum total of seventy-two could be achieved, if the prisoners were squished into the cells. The brig's security office was held near the cells. Just fore of the main turbolift dock on Deck 8, which was in front of the entrance to the sick bay, briefing rooms and locker rooms with small arms in them existed, available for the troopers on board the Far Orbit. Training rooms were to the port of the briefing room, while trooper offices were located to the starboard. In front of the locker rooms, a large training room existed, flanked on both sides by weapons ranges. Just ahead of the large training room were a pair of training equipment storage rooms.

Deck 9
Deck 9 housed the pair of hyperdrive motivators, from Aether Hypernautics, that allowed the ship to go into hyperspace. Additionally, Main Engineering was on Deck 9, as well as the Far Orbit fuel tanks, and power regulators. Secondary systems monitoring existed at the front of Deck 9, followed by the Main Engineering area, in which engineers could check, and if necessary control, the primary systems of the ship via the engineer's rank cylinder. At Main Engineering, the deck widened, with a pair of escape pods located on either side of Main Engineering. Behind both sets of pods were a pair of workshops, and aft of the port workshops was a micro shop and a mech shop. Behind the starboard pair of workshops was the engineering computer. Right behind Main Engineering and between the two sets of workshops was the turbolift dock on Deck 9, and the Chief Engineer's office was right in front of that.

On the far starboard side of Deck 9, near the escape pods and their charging system, was a storage room and a fabrication shop. On the port side, aft of the escape pods there, was an engineering conference room, with a refresher and a storage unit squished between it and the outer hull. Behind the conference room was a parts storage room. Three fuel cells occupied the majority of the back half of Deck 9, with one behind the parts storage room, one aft of the turbolifts, and one behind the fabrication shop. Able to store up to two years worth of fuel in total for the engines and the hyperdrive motivators, the fuel cells were made of high quality quadranium to prevent breaches, as they were a priority target in a battle between ships. A pair of power conduits that ran from deck to deck were located between the middle cell and the turbolifts. Situated between the middle full cell and the port one, and the middle and the starboard, was a hyperdrive motivator and a power regulator, with the motivator in front of the regulator in each case. The hyperdrive motivators were linked to the Far Orbit' primary Class 2 hyperdrive, and the back up Class 12.

A fuel systems control room was located between the starboard fuel cell and the starboard hyperdrive motivator, and between the port fuel cell and the port motivator. Three of the seven engines of the frigate were located just under the fuel cells on Deck 9. These engines were highly efficient Kuat Drive Yard products, and they both propelled the Far Orbit and provided the ship with power. The engines could allow the ship to reach a maximum speed of 800 kilometers per hour in a planet's atmosphere.

Deck 11
The part of Deck 11 located in the command module of the Far Orbit fell under both the Forward Second Section, and the Aft Second Section. Officer quarters filled the forward part of the deck, with Officer's mess and lounge taking up the back part. With ship's systems equipment filling up the foremost tip of the deck, sixteen Junior Officer's quarters were just aft of that, and these room took up over a third of the space in the command module for Deck 11. The Junior Officer's quarters had two to a room, and the rooms possessed double bunks. Eight refresher units were interspace within the quarters there. Aft of those quarters and refreshers, about a third of the deck was taken up by the Senior Officer quarters. Two pairs of Senior quarters were kept apart by a set of utility shafts in the middle of the deck, with a pair of Junior Officer quarters and the turbolift dock for Deck 11 behind those. To the each side of the Senior and Junior Officer Quarters in the middle of the deck were a pair of officer quarters designed for one occupant each; Senior Officer Quarters were also meant for one officer only.

Although all of the officer quarters had the autochef in them, Deck 11 had a mess for the officer's, and it was located behind the turbolifts. On the port side, the autochef for the mess was in the galley, with the Officer's Dining room behind it, and the galley's pantry just fore of it. The junior officers usually ate after the senior officers in the dining room. On the starboard side of the deck, with an access corridor between the mess and it, was the officer's lounge. It was used as a social area in which officers could play sabacc, be entertained, or grab a meal from the lounge's own autochef, located just fore of the lounge itself. A small escape pod and life boat bay was located aft of the mess and lounge.

Deck 14
The command module section of Deck 14 served as the guest quarters of the Far Orbit, and fell under the Forward Second Section. Guest rooms aboard the frigate had the same amenities as officer quarters, though the number of occupants that they were designed for varied. The two spacious rooms that were designated as VIP quarters were situated at the forefront of Deck 14, and were at the tip of the corridor that ran from the turbolifts up to near the front of the deck. Refreshers on either side of the corridor separated the VIP rooms from a single bunk guest quarter. These single bunks in turn were turn separated from a triple bunk guest rooms on either side of the corridor by another pair of refreshers. The triple bunks wrapped around the turbolift dock on Deck 14 on either side of it.

On the outer hull, to the port and starboard of the turbolifts, and a little aft of the triple bunk rooms, was a single bunk room followed by a refresher unit. Aft of the turbolifts were another pair of triple bunk guest quarters, and behind these were two guest conference rooms that doubled as lounges. At the very end of the deck was a pair of escape pods, along with a charging system for them.

Deck 16
The part of Deck 16 located within the propulsion module of the Far Orbit housed the Main Reactor Control Room, and both levels of the Sublight Engine Control Room. Used for monitoring the main reactor, which was located at the very bottom of the propulsion module and outside of the frigate's gravity well, the square control room featured a circular control station in the middle, split into two halves by a small walkway between them, and a circular group of monitoring stations. The starboard side of the circle had view ports along the outer edge, as well as some monitoring stations on the inner edge behind the railing. The port side featured control stations and monitoring systems, and had railing on the outer and the inner edges. Both sides of the circular monitoring station in the middle were raised from the floor and accessible by stairs on the inner edge of the half circles.

To the port of the control room were control systems in the corners of the rooms. The starboard side of the room, not including the half of the circular control station there, was sealed off by a pair of isolation airlocks. Past the forward airlock an equipment isolation room existed, wrapping around the edge of the circular control station, with equipment lockers squeezed between it and the outer wall of the room. From the equipment isolation room, one could get to the access shafts that led to the main reactor, which converted the fuel from the cells above into energy for the ship. In the event that the main reactor melted down, it would only burn through the outer hull of the frigate, as no decks were between it and the outside. The engineers of the ship, if the reactor started to melt down, could either shut it down, or eject it entirely, though the second course of action was harder to accomplish.

The sublight engine control room had two levels, with one on top of each other. The upper level had a small catwalk with monitoring stations on it at the front, which was connected to engine control systems by a little walkway. The area on either side of that walkway was open to the lower floor, and a ladder from the catwalk on the port side allowed crew members to access both levels. At the rear of the upper level, two sublight engines existed, one on each side of the engine control systems. The lower floor was the same shape as the floor above, and had monitoring stations under the catwalk above it, near the front of the lower level. At the aft of it, a systems enclosure existed, with the engine control systems behind it. Two more sublight engines sat under the spots that their counterparts on the deck above rested.

Deck 17
The command module part of Deck 17, which was classified part of the Forward Third Section, served as the Far Orbit bridge. The part of the bridge that contained the bridge stations was located at the front of the deck, with large view screens before and behind it. With one crescent of bridge stations facing the foreword view screen, two other crescents were behind that one, facing each a different wall of the ship. Between these two crescents, the captain's chair was located. Each of the bridge stations located on Deck 17 could override their section's controls elsewhere in the ship, though that section's head's rank cylinder would have to be used to do so. The captain, if he or she wished, could also override any of the ship's systems with the captain's rank cylinder; this was intended to limit the effect of a mutiny or boarding operation.

There were eleven different bridge stations. The operations station, crewed by the Operations Officer, could use almost any of the ship's controls, issue lockout commands, or talk to any of the section control stations on the ship. Although one could use any of the ship's controls from that station, only one could be accessed as a time, making it easier to just use the designated bridge section, or the section control station for that system. The sensors station on the bridge had access to a direct link that fed it sensor reports after they went to the sensor computer, and had the ability to issue and relay sensor orders. Additionally, the station could direct and monitor scanning nodes, though only a single node could be compiled at any one point in time.

Via the communications system, it was possible to patch into any of the communication arrays that the Far Orbit possessed from the bridge. Here, the comm operator was responsible for all communications, be it internal or external. Transmissions that were routine could be, if necessary, routed through the bridge station, though secure transmissions were made from the P-Comm on Deck 1. A gunnery station also existed on the bridge, and it served as a command relay point. The security station on the bridge was used as a coordination center for any boarding, be it on the Far Orbit or an other, riot suppression, and other activities in which the ship's troopers were involved.

From Deck 17, the deflector station was able to relay any shield switching orders. The engineering operations station located on the bridge acted as the monitoring station for reports on situations. However, the majority of engineering controls were in the engineering section in the Far Orbit propulsion module. Among the bridge stations was the helm station, which was able to control the frigate's primary and lateral thrust when the Far Orbit was not in hyperspace. However, the controls here could be taken over by the engineers. Additionally, the helm station was responsible for engaging the hyperdrive motivators, after the astrogation station gave the go ahead.

The astrogation center was run by the astrogator, and was where the ship's hyperspace jumps were calculated with the ship's navigation computer. After a jump was calculated, the astrogator relayed the coordinates and necessary data to the helm station, and then released the hyperdrive motivator's for use. A power systems station was also on the bridge, though it served as mainly a monitoring and relay station. In an emergency, however, system-to-system power switching could be changed and controlled from the station. The last station on the bridge was the life support station, which was also a relay and monitoring station. However, like the power systems station, this one had the means to override controls if necessary. The station controller could shut off the ship's gravity, air, or water from here. The controller could also open or close any hatch, as the life support station served as the damage control station. It was responsible for fire and life support in combat circumstances.

Behind the bridge stations was a turbolift dock, with a refresher and an officer's ready room to the port of those. The ready rooms were the administrative centers for the officers, and all command section module officers had ready rooms near Deck 17. To the starboard of the turbolift was the captain's ready room, and a security station lay behind the turbolift. To the port behind that security station was a refresher and a tactical room, and to the starboard was the main conference room. At the very rear of the deck lay three escape pods and a charging station for them.

Deck 18
The forward module section of Deck 18 was located just under the Far Orbit bridge, and served as mainly officer ready rooms and the armory; that part of the deck was classified as the Forward Third Section. From the tip of the deck, the first third of the area was divided length wise by a small corridor. On each side at the front of the deck, an emergency supply room existed, with three officer ready room's behind it. A conference room sat in the middle of Deck 18, with the turbolift dock for that level behind it. To both the starboard and the port of the conference room, were two more officer ready rooms. Behind the turbolift was a staging area, with a maintenance shop to the port of it. Starboard of the staging area was a security station and the ship's main armory. This room was kept under the control of the Far Orbit officers, and the only way to open it was to use a senior officer's rank cylinder. The armory itself was heavily armored, and held blaster pistols, blaster rifles, light repeating blasters, munitions, and other boarding equipment that the crew would need in combat. At the aft of the deck was a trio of escape pods and a charging system for them.

Deck 21
The entirety of Deck 21 was located in the command module, and it was known as the power section of Secondary Engineering. Falling under the Fourth Section, the forward most rooms was pair of storage rooms, one of which was used for equipment. The equipment room was on the port, with the other located on the starboard. Behind those two were power conditioners, and turbolift systems. The turbolift dock for Deck 21 lay just aft of the turbolift systems. Behind the lifts, and to both sides, were utility shafts and power distributors. Beyond that, power regulators existed on both sides of the frigate, with emergency power switching and distribution rooms existing even farther aft. Located near Deck 21 were emergency batteries, for use in combat. These could also provide more power to command module, or subsections of it, if the suppled section was cut off from the main power grid of the ship.

Deck 26
All of Deck 26 was located in the command module of the ship, and it fell under the Fifth Section, as it housed water recyclers and air recyclers. Water recyclers were located along the entire port side of the deck, while air recyclers took up the starboard side. The recycling station of the Far Orbit was quite advanced, and it had a 99.5% efficiency rating. The recycling system purified hundreds of kilograms of air and water a day, as the frigate did not store much of those aboard the ship, and thus the amount that they had had to be reused constantly. As a Nebulon-B, the Far Orbit could last for two years with out restocking before its supply of air and water would begin to run out.

The life support control center was located at the aft of Deck 26, behind the turbolift dock on that level, which was roughly in the middle of the deck. It was the control station for the ship's air, water, and gravity, and has the responsibility of making sure that air and water made it to every deck unimpeded. Additionally, the station was tasked with preventing the gravity on the different decks of the ship from varying farther than .05 Gs. The life support station also had a hatch override control–with a higher priority than the security's override control–which allowed it to shut any hatches it wished in case of a fire. The fire would be extinguished after the hatch was sealed, and all of the air in the room removed.

Modifications
Over the course of its privateering campaign, the Far Orbit underwent various modifications.

The frigate acquired various bits of stealth gear, to aid in its hunting of freighters, and some ion cannon batteries to help in capturing those vessels. These modifications were available from some of the galaxy's shadowports. Additionally, because of the loss of the Far Orbit TIE complement, which left it vulnerable to a starfighter strike, X-wing starfighters and Z-95 Headhunters were added as replacements for the ones lost, as they were easier to acquire on a black market than TIEs. However, the TIE flight racks of the Far Orbit could not house these craft, so they were removed, and the launch port widened. The bay's magcon shield was also strengthened and enlarged, and the docking bay tractor beams were also enhanced. This modification to house a new complement of starfighters took twenty men.

The Far Orbit was a standard frigate with no special modification. This changed with the mutiny and the service as an Alliance privateer since the new mission profiles called for special weapons, like Ion cannons. Overtime, the privateers also linked the main reactor directly to the turbolasers, which drastically increased the firepower of the frigate, allowing the guns to keep firing as long as there was enough blaster gas.

Imperial Service
After its introduction into the Galactic Empire's navy, prior to 0 ABY, the Far Orbit was awarded to Vocis Kenit so he could serve as its captain. Kenit's promotion to captain of the Far Orbit was partially an award for his twelve years of Imperial service. However, it also served the purpose of being a convenient way for his many political enemies to get rid of him as Kenit helmed the Far Orbit in its search for pirates in the Outer Rim Territories. As the leader of the ship, Kenit was an authoritarian and a bit of a bully, and his ways of maintain the discipline of his men were quite harsh. After receiving the rank of commander, Dhas Fenoep Vedij was transferred to the Far Orbit to serve as Kenit's second in command. Vedij's transfer coincided with his learning of the death of his father Ronnan Tyla Vedij and his mother in a traffic accident on the planet Coruscant; the commander believed that his parents had actually been assassinated because his father was strongly against the remaking of the Imperial Navy.

Two days after the death of Vedij's parents, the commander's younger brother Elon Vedij, who was a pilot, was transferred to the Far Orbit. Because of this, Vedij believed that he and his brother had been moved together so it would be easier for the Imperial authorities to get rid of them, due to their connection with Ronnan Vedij. The commander began to start plotting a mutiny because of Elon's transfer, and Kenit's lack of good leadership. In fact, many of the officers on the frigate disliked the captain. Kenit required that all senior officers join him for a formal dinner each night in the Officer's Mess, and forbade the playing of sabacc, a gambling game, on the ship because Kenit was quite bad at it. Additionally, the violence of Kenit's command and his personality drove away more officers. One dissenting officer on the Far Orbit was reported to the Imperial Security Bureau, and later died mysteriously.

However, Kenit was good and proficient at taking out pirates, and three pirate lords and numerous lone pirating vessels were captured or destroyed by Kenit's organization of local Imperial assets into military strikes. Shortly before 0 ABY, the Far Orbit was tracking the Silent Blades, a pirate gang that had destroyed several system patrol ships and starfighters, which had necessitated the need for Imperial intervention. The frigate had the pirates running, and the Silent Blades holed themselves in an asteroid field. This initiated a standoff, as the Far Orbit couldn't easily get at the pirates, and the Silent Blades were unable to leave as long as the Far Orbit lurked outside of the field.

Ignoring Vedij's advice that the Far Orbit should wait for reinforcements to get the pirates, Kenit ordered a starfighter assault. However, although the Silent Blades were almost eradicated, the entire TIE complement of the frigate, including Elon, perished in the attack. Due to this event, Vedij began to seriously plan a mutiny, as Kenit was wasting lives in order to gain glory or a promotion. Over the course of a few months, the Far Orbit second in command started to gather support among the frigate's crew members as he waited for an event from which he could trigger the mutiny via the crews' outrage.

Mutiny
"Attention, all hands. This is Captain Vedij speaking. As many of you will no doubt be pleased to learn, we have just put Captain Kenit off the ship."

- Mutineer leader Captain Dhas Vedij speaks to the crew of the Far Orbit

The opportunity came when word reached the Far Orbit of the world Alderaan's destruction at the hands of the Imperial DS-1 Orbital Battle Station superweapon after it was suspected of harboring Alliance to Restore the Republic personnel and sentiments; at that time, the Empire was engaged with the Alliance in the Galactic Civil War. Because a shiphand on the Far Orbit was from Alderaan, the crew member was arrested for suspected treason against the Empire. Vedij, realizing that the arrest was related to Imperial propaganda, began to spread a rumor amongst the crew that the Alderaanian had only been arrested because he was from Alderaan, and that the destruction of the world had been a demonstration of Imperial might. In preparation for the mutiny, Vedij convinced the platoon of Imperial Navy troopers that provided half of the ship's security to stay in their quarters during the event.

Two-thirds of the crew joined Vedij in the mutiny after he announced it, and those who did not were placed with the platoon of stormtroopers that provided the other half of the ship's security; the stormtroopers had been caught off-guard by the false alarm that announced a riot, and had been trapped by security bulkheads in the ship. The single COMPNOR Observation officer on the frigate was overcome, and Kenit himself was captured on the way to the ship's bridge. Vedij's mutiny had succeeded in seizing the vessel. The former captain of the Far Orbit and his Imperial loyalists were put off the frigate in escape pods and some of the Nebulon-B's shuttles. Kenit, along with a junior officer and six Imperial Navy Troopers, were put into an escape pod personally by Vedij and some of the mutineers, but not before Kenit threatened Vedij and the crew that rebelled against him with Imperial judgment.

Shortly after the mutiny, Vedij, who had become the captain of the Far Orbit, announced on the frigate's comm that Kenit had been put off the ship. He also informed the crew that because most mutineers headed for the Outer Rim, the Far Orbit would go to the Core Worlds, specifically the Ringali Shell, to confuse the Imperials trying to track them, and that the frigate would teach the Empire a lesson. Half of the remaining crew jumped ship in escape pods and shuttles rather than staying with the mutineers, leaving the Far Orbit with barely enough crew to sustain it. In total, the ships had 380 crew hands and twenty five gunners after the event, and was left with six months worth of consumables. Putting off the crew members who wanted to leave, and those who were kicked off during the mutiny, left the Far Orbit with no escape pods, and only two shuttles: a Grek-class troop shuttle, and a Katarn-class boarding shuttle.

Vedij cleared out the captain's read room, which was filled with Kenit's personal possessions, and soon thought of a way to finance the Far Orbit in its fight against the Empire. The captain also had all of the crew participate in combat training, and had the engineers try to automate decks were there was little or no crew, as well as selecting decks and areas to be mothballed. The Far Orbit then set a course for StarForge Station, a space station located in the StarForge Nebula, where the ship could both take on crew, and negotiate with the Alliance, who would hopefully fund them.

StarForge Station
It took the Far Orbit around eighteen hours to get to the StarForge Nebula, and once there, they began to use a chart the Alliance had given them to search for the space station, which constantly moved around to avoid being caught by the Empire.

After six hours of unsuccessfully scanning for the station, the Far Orbit was happened across by a quartet of BTL Y-wing starfighters that StarForge Station owned. After convincing the pilots that the Far Orbit was indeed the frigate due to arrive at the space station, the Y-wings led the vessel to where StarForge Station was. The majority of the crew, including Vedij as he was about to deal with the Alliance, were shuttled over to StarForge Station, where they were met by the station's security. These security people informed the new arrivals of the basic rules on the station: no heavy weapons, no killing, no beatings, no stealing. After this, most of the crew were set loose to do whatever they wanted on the station, though Vedij and five others went to the Lean Nuuti Bar and Grill eatery, where they were to meet with an Alliance representative.

Vedij had been instructed to come in a group of six to the eatery, and order flangth and ootoowergs alongside Shasa ale. Following this, they would be approached by an Ithorian, and a deal could be struck with the Alliance. The group did as instructed after they entered the Lean Nuuti Bar and Grill, and placed their order with a serving droid. Shortly after, an Ithorian staff member came up to them, and after informing them that there were no ootoowergs left in stock, asked if two of them might wish to go to the kitchen to see what else was available. Vedij and another mutineer went with the Ithorian to discuss the deal with the Alliance, leaving the remaining four crew members at the table. It did not take long for a group of aliens to approach the Human mutineers there, and after insulting them, started a fight with the crewers.

Vedij returned while the fight was still happening, after successfully obtaining a Letter of marque and reprisal from the Alliance that would allow the frigate to conduct raids in the Ringali Shell against Imperial forces and Imperial allied transports as one of the first privateering vessels for the Alliance. Upon seeing the fight, Vedij snapped an order which halted the brawl before taking his crew members off to find quarters to stay at. The next day, after the general crew had time to browse the wares of StarForge Station's market, Captain Vedij posted a call for people with experience with capital starships. At the hiring station, which was on the station's docks, Vedij waited until a fair size crowd had gathered before announcing that the Far Orbit was looking for crew members who were technicians, general deckhands, or who knew how to operate a capital vessel. Vedij had them form a line to sign up.

After applicants had signed up for a berth on the Far Orbit, the officers of the frigate staged a series of tests to see who were well suited for serving on the Nebulon-B. Among those was a marksmanship test, in which the applicants involved had thirty seconds to hit five moving targets. Another test had applicants given a minute to plot an emergency astrogation course on a data pad. Yet another involved the new would-be crew members piloting a simulated Nebulon-B into a fight against Imperial TIE fighters. An unarmed combat test was also staged, with applicants pairing off against each other to wrestle. The top five of the wrestlers were given berths. Among those who were selected fit for service on the Far Orbit were: Kanarak, a bloodthirsty killer; Swifty Yonsen, a spacer with a fierce reputation; Xad, a Falleen aristocrat; the gunhand Katiz Xemir; Gruk, a Gamorrean; the Tiss'shar pirate Pao-Neh-Lo; Cemma the Younger, another gunhand; the Sluissi engineer Napvansa Tadavv; and the Human Mii Heswop, a nitwit.

After all the new hands were taken over to the frigate, Vedij took the last shuttle over, and ordered the crew to get the frigate ready for departure from the nebula. The Far Orbit made it to the edge of the StarForge Nebula in a few hours, and they set out on their privateering mission. However, shortly after leaving StarForge Station, pressure began to rise between the mutineers and the new non-Human crewers, and due to this, a number of incidents occurred. The first was a brawl in the crew galley between the aliens and the Humans over food matters. Another incident involved Kanarak, who considered all Humans weak, killing all of the Humans he could find for that reason. After leaving StarForge Station, Gruk, who liked to fight, took on a Human, and broke the man's back. Because of this, a group of Humans began to exact vengeance with clubs, which in turn led to the beating of lone aliens and Humans.

Due to the friction between the Imperial mutineers and the fringe Humans, who were taken on at the space station, a career pirate officer challenged a mutineer officer to a duel in which killing was avoided. Vedij agreed to this, as this would be the end of a series of scuffles between the two sides. Additionally, an other incident involved an important Non-Human crew members offending a group of Human racists. That same crewer was killed with a stabbing weapon, and because of this, the tension increased between the aliens and the Humans.

The taking of Shipment 1037
For its first set of raids, the Far Orbit disguised itself as an Imperial ship. This was in part possible due to the fact that only the Empire possessed Nebulon-Bs at that time. With this cover story, the Far Orbit could easily board potential targets under the pretense of a raid, and could even confiscate goods without breaking cover if need be. However, most of its raids involved dropping the Imperial façade after docking with the target. Throughout their raiding, the Far Orbit used StarForge Station as its main refueling and restocking destination. Additionally, an Alliance Observer by the name of Major Cet Willak went along with the Far Orbit on its raids to ensure that the privateers were abiding by the rules of their contract.

Shortly after the trip to StarForge Station, the Far Orbit was in the Nopces system, pretending to be an Imperial patrol frigate as it looked for its first major target. Following the change in watch on the sensors station, a light freighter was detected traveling from the world Nopces Prime towards the privateers. The freighter was Red Star Shipping Lines's Transport A-175, captained by Joh Steen. Thinking that the privateers were legitimate Imperial forces, the crew of the freighter let the privateers conduct an inspection of Transport A-175. During this inspection, the crew of the Far Orbit learned that the transport was going to be part of a convoy, Shipment 1037, which was departing Brentaal IV in three days for the Outer Rim. Since the privateers considered the convoy a good opportunity, they offered to accompany Transport A-175 to the convoy, where they would supposedly participate in guarding the group of ships.

Using a special communications link to the Alliance, the crew of the Far Orbit managed to convince them that they would divert the convoy into a trap which the Alliance could prearrange. This trap consisted of thirty-six Y-wing starfighters, and a pair of CR90 corvettes. After the Far Orbit and Transport A-175 joined with the convoy, the privateers managed to convince Captain Miech Conar of the frigate New Star, which was also guarding the convoy, that a new destination had been added to the group's route. There, the privateers said they would meet up with a larger escort force because a plot had been discovered that targeted the convoy. The Far Orbit then led the convoy successfully to the position of the trap, and once there, the privateering frigate turned and used her forward guns on the New Star while the Alliance forces engaged the same frigate and helped keep the convoy in check.

Vedij issued a command to the convoy, which contained twelve transports, ordering them to cut their engines and prepare to be boarded, and also had a jamming signal created to silence any calls for help. In the end, the New Star was subdued, with both it and its officers intact and undamaged. After capturing the convoy, which was carrying over 180,000 tons of mixed cargoes, the entire profit for the Alliance and the privateers was 340 million credits. Also, the convoy carried enough food supplies to completely restock the frigate's stores, so the Far Orbit sacrificed undefined18 million of the frigate's portion of the profits to acquire the supplies. As the Far Orbit had captured the New Star, the privateers were awarded an additional undefined3 million.

Dealing with Puullo
Sometime after the Far Orbit became a privateering ship for the Alliance, Vedij started to use the black market to acquire certain goods and resources for the frigate, as the Far Orbit was not getting a lot of help from the Alliance. Vedij turned to a criminal faction run by the Hutt Shettora, which operated out of Brentaal IV, a planet in the Bormea sector of the Ringali Shell. The faction controlled the black market around Brentaal IV, and had decent goods and wares that were only marked up a bit over list price. Some of the frigate's crew went to Brentaal IV to negotiate an agreement with Puullo, a Hutt who served as a criminal lieutenant.

An agreement was reached between the faction and the Far Orbit: for thirty percent of the goods and money that the frigate seized as a privateer, the Hutts would grant the frigate access to a shadow port, the ability for crew members to purchase illegal weapons from the faction, and protection from bounty hunters that might be seeking the crew. Vedij, however, excluded in the agreement any weaponry that the Far Orbit might take from its targets, as the frigate was in need of additional armaments itself.

Meanwhile, former-captain Kenit had been picked up by Imperial forces, and sentenced to death for failing to retain command of the frigate. However, this sentence was suspended until the result of Kenit's new mission was known. The mission, given by Imperial Advisor Sate Pestage, was to hunt down the Far Orbit, and destroy it and its new commander. Kenit was given command of the Nebulon-B Stalwart, and he started the search for Vedij and the frigate in the Outer Rim.

Following their raid on the convoy, the Far Orbit had a couple of adventures that did not compromise their status as an Imperial frigate. One of these was where the frigate stumbled upon a pirate raid on a passenger liner, and because of the Far Orbit cover as an Imperial escort vessel, the liner's captain asked the privateers for assistance. The Far Orbit defeated the pirates, but Vedij later offered them jobs under him as crew aboard the frigate. Vedij also decided at around that time to obtain a base of operations, and sent a group of crew to meet with a contact on Brentaal IV. While there, the group eluded ISB agents that were tailing them there, before negotiating with their contact in order to find a base for the Far Orbit.

Shortly after the frigate's taking of the convoy, the privateers came across a great Imperial Navy training exercise while near the Ringali Nebula. After a fleet of Star Destroyers and a multitude of smaller support ships exited hyperspace in that region, the Far Orbit was forced to take cover in the nebula to avoid being caught.

Capturing an Imperial Advisor
At some point after capturing Shipment 1037, the Far Orbit managed to intercept a key Imperial transmission, and the crew decoded it using the equipment on the frigate. The transmission stated that Imperial Advisor Coh Veshiv, who was on a fact finding mission in the Ringali Shell after being sent away from Coruscant because he had annoyed Emperor Palpatine, was going to be arriving at the world of Esseles soon. Vedij and the crew saw the advisor as a prime target, not because of the undefined 10,000 bounty he would fetch when he was handed over to the Alliance, but because he was a semi-important political player. However, as the exact route was not contained in the transmission, the Far Orbit would not be able to set up a blockade to stop Veshiv's CR90 corvette, the Empire Forever, and would instead have to go to Esseles if the privateers wanted to capture the Imperial Advisor.

The plan was to capture Veshiv at his departure from Esseles via jump point 180:45:115, which was in the sights of the Golan III Space Defense NovaGun Platform 8127/121. After entering Esseles space, the Far Orbit transmitted its faked clearance codes to the Imperial authorities on request, and the crew took an orbit parallel to that of the Empire Forever. Upon approaching Veshiv's ship, Vedij hailed the other ship, and sent bogus orders to the captain of the Empire Forever, Annance, which claimed that Far Orbit was going to take the advisor on the next leg of his journey. Partially because Veshiv has managed to annoy Annance throughout their time together on the CR90, the captain hardly looked at those orders and sent the advisor over to the frigate in the Lambda-class T-4a shuttle Myrenia, along with his two aides and his squad of stormtrooper bodyguards. As soon as Veshiv departed his shuttle in the hangar, he started to complain that he requested a cruiser, not a frigate or a corvette; Veshiv had been particularly annoyed and angry when he found that the ship that was assigned to him for his fact finding mission was a mere corvette.

However, Veshiv's complaining ceased after the frigate jumped to hyperspace, which led to the privateers' attempt to subdue the advisor and his retinue via force. Unable to call for help to the Empire Forever or Platform 8127/2121 because the Far Orbit was in hyperspace, the stormtrooper guards tried to storm the bridge of the frigate, which led to a firefight throughout the corridors of the ship. However, the privateers were successful, and captured the advisor and overwhelmed his troopers; the pilots of the Myrenia had surrendered earlier after realizing they could not escape the frigate while it was in hyperspace. Upon capture, Veshiv followed all the orders of the privateers, and to ensure his welfare, told the crew of the Far Orbit a lot of useless information about the Imperial Court. The privateers handed the advisor over to their Alliance friends as soon as they could, in exchange for the bounty.

In response to the Far Orbit seizure of Veshiv, the Empire became fully aware of the Far Orbit activities in the Ringali Shell, which blew its cover as an Imperial patrol frigate. Two days after the capture, Pestage contacted Kenit on the Stalwart, and informed him that the Far Orbit was in the Ringali Shell, not the Outer Rim. Thus, the former captain of the Far Orbit moved his search to the Core Worlds.

In one of its raids, the Far Orbit attacked a Santhe/Sienar Technologies shipment which was guarded by a prototype TIE Advanced x1, a well equipped starfighter that outclassed any of the fighters the privateers had obtained. In the battle, the frigate managed to seize the prototype by using their ion cannons against it. The TIE Advanced was then added to the Far Orbit complement.

Fighting with pirates
"&hellip;Topping tonight's news&mdash;Rebel terrorists have been reported operating in the Ringali Shell. The Rebel agitators have attacked civilian targets near Brentaal, Esseles, and Rhinnal."

- Ashii Nermani reports the news report that the Far Orbit overhears

Due to the Far Orbit eavesdropping on communications, Imperial transmissions became harder to intercept as more time elapsed. However, the frigate could still easily intercept public transmissions, and sometime after the kidnapping of Veshiv, the sensor arrays picked up a disturbing new transmission. It was an Imperial HoloVision news report by Ashii Nermani that informed the public of pirate raids, undertaken by the Solar Terrors and their captain Venslas Beeli, on civilian transports near Brentaal IV, Esseles, and the world of Rhinnal. Beeli claimed to be an Alliance pirate, though some of the crew members of the Far Orbit remembered Beeli as a pirate from the Outer Rim, and one who once laughed at the idea of a rebel force striking against the Empire.

Unbeknownst to the privateers, Beeli and his crew had been forced to commit those atrocities on pain of death after being captured by Imperial forces. Kenit, out to get the Far Orbit, had infected the pirates with Vira606, a non-contagious disease which could only be cured by a serum that the Empire possessed. Kenit had the pirates attack the civilians to poison the public's opinion against the Alliance for when the Far Orbit crew announced that it was an Alliance privateering vessel, and to draw the frigate out. The crew of the Far Orbit decided to hunt done the pirates, as they were tarnishing the reputation of the privateers. The Far Orbit began to look for a pattern in the raids of the Solar Terrors, and to patrol probable raiding points. Though it was hard to tap into Imperial transmissions to find out details about the raids, the crew managed to find an overall pattern: Beeli's vessels–which were the Zahtjav, the Javiq, and the Pyesmev–always hit Brentaal space every third raid.

Eventually, the Far Orbit managed to catch the Solar Terrors in the act of raiding a ship in the Brentaal system; Imperial patrol vessels in the Brentaal system had been ordered to step down to allow the Far Orbit a chance to find the pirates, all a part of Kenit's plan. The privateers engaged the pirates, who all ganged up on the Far Orbit on one side of the ship, staying out of the forward firing act of the frigate. Beeli fought with abandon, as he wanted to die in battle, and not succumb to a disease. In the end, the Far Orbit destroyed the pirates and their ships, ending the threat they posed to the civilians and the privateers' name.

At some point in time, Kenit placed bounties on the heads of Vedij and those who helped mutiny. Because of this, the bounty hunter Dej Vennor, who only took contracts that targeted pirates and their sort, went after the Far Orbit in order to claim the bounties.

During one of their many raids, the crew of the Far Orbit seized a cargo that contained a tracking device which Imperial Intelligence had hid there. Because of this, the Imperial special agent WRATH tracked the Far Orbit, and teams of undercover Imperial agents struck at places the frigate had just left, such as StarForge Station, and the black market on Brentaal IV. These attacks sullied the reputation of the Nebulon-B, and caused many to be suspicious of the privateers. Vedij, realizing that the Far Orbit was probably being tracked via a device, tried to use that information to stage an ambush to take out the agents.

It's a trap!
"Attention Far Orbit, this is the Imperial frigate Stalwart, commanded by Captain Vocis Kenit. Your ship and her crew are under arrest for mutiny, treason, piracy, and conspiracy to overthrow the Empire."

- Captain Kenit, during his attempt to take the Far Orbit back

Shortly after dealing with the Solar Terrors, the Far Orbit was approaching a cheap jump-point in the space near Brentaal, when it came across SPF 14897, a Mark III bulk transport from Santhe Passenger and Freight. The captain of the vessel, Mils Lolinc, was cooperative enough to transport a cargo manifest on request. Scans of the Mark III showed everything as normal, though the hold was ion shielded, which was standard procedure when a ship was carrying ion engine parts like SPF 14897 was.

After docking with the freighter, the privateers carried out a raid on the ship. However, when they reached the cargo hold and opened it, they found that it was full of Imperial Stormtroopers. Additionally, the opening of the hold triggered a hypertransceiver beam which alerted a nearby Imperial taskforce under the command of Kenit. SPF 17897 was actually the bait of a trap that the former captain of the Far Orbit had created. The hold of the Mark III was filled with twenty-four trained stormtroopers who specialized in counter-boarding and anti-piracy missions. Additionally, the hold contained ten SpecNav troopers, and eight Imperial Storm commandos. Two of those commandos were standard troopers, another two were assault commandos, two others were commandos trained in sabotage, and the last were a pair trained in the working of tech. Leading the troopers in the hold were a trio of Imperial officers, and Bannish Kolow, an ISB agent, while the crew of SPF 14897 was all expendable CompForce Observers.

The stormtroopers and the other Imperial forces on SPF 14897 were meant to occupy the Far Orbit and its crew until Kenit's taskforce, waiting mere minutes by hyperspace away, arrived. The taskforce was composed of the Stalwart, the Strike-class medium cruiser Hammer, two GAT-12 Skipray Blastboats designated SB-109 and SB-32, as well as the Immobilizer 418 cruiser Claw. Kenit's aim was to capture the frigate if possible.

After the privateering boarders opened the hold, they were pushed back by the Imperials and their tactics, and only the reinforcements that Vedij sent in let some of them get out. The Imperial troopers then attempted a counter-boarding operation, aiming to take the Far Orbit bridge, propulsion module, and operations section. To make matters worse, the Imperial taskforce then arrived, and the Claw targeted the Far Orbit with its gravity well projectors, preventing the privateers from going to hyperspace to escape. From his command ship, Kenit informed the crew of the Far Orbit that they were all under arrest, and that handing over Vedij would put a favorable light on them in their court trials. However, Vedij had his crew go to their battle stations, and help to repel the boarders from SPF 14897.

While the Hammer and the Stalwart launched their TIE starfighters–of which the Strike-class had twelve and the frigate twenty-four–the pair of Skiprays flanked the privateering ship, so that they could target the Far Orbit engines and shield generators if need be. All of the ships, save the Stalwart and the TIEs, attacked the frigate with ion fire, while Kenit's ships latched onto the privateers with its tractor beams to steady the ships and help its allies. However, Vedij and the privateers did not surrender, and they attempted to take out the Interdictor to allow themselves to escape. Using the Far Orbit tractor beams, they took hold of some of the Imperial TIEs, and used them as shields against the Skiprays as the Far Orbit tried to close in on the Claw. The Imperial forces then switched to standard laser batteries from ion cannons and began to target the frigate's shield module and engines, while rest of the TIEs were sent in to attack the main and secondary weapons.

However, the Far Orbit made it to the Claw, and managed to destroy one of the Interdictor's gravity wells in the engagement with the cruiser. Free to jump once again, the privateers left the system, escaping from Kenit's forces.

Return to Brentaal IV
After escaping the Imperial forces led by Kenit, Vedij had the Far Orbit withdraw to the nearest shadowport outside the Ringali Shell, as it was very heavily damaged. A couple weeks later, after the frigate was fully repaired, the privateers returned to the Ringali Shell. Once there, Vedij, who had kept to himself for much of the recovery period, had the Far Orbit First Officer assemble a landing party for a special mission. This assignment was to acquire a datadisc from an Alliance contact on Brentaal IV in Kesk Cityblock's Pathline Tapcafe. There, they were supposed to ask a Devaronian waiter for Gruuvan shall, which would get them the datadisc they wished. The landing party used a hyperspace capable ship that the Far Orbit had captured during its campaign, and they jumped to Brentaal IV, leaving the Far Orbit to go to an empty system nearby. There, the frigate's crew turned most systems to minimal power, in order to remain undetected.

Meanwhile, the landing party managed to land on the world, and made their way to the Pathline Tapcafe. However, due to a non-native workers act passed by the Imperial Senate before it disbanded, the Devaronian Tynial that they were supposed to meet with had been arrested for lacking the proper identification, and thus was not present at the restaurant. Nonetheless, the privateers ordered Gruuvan shaal, and were approached by a waiter who suggested they go to the Jovvitz nightclub later that night. The landing party did, and once there, they found that same waiter, who was actually an Alliance sympathizer, along with some other members of the Alliance. The waiter gave the party the datadisc, though both groups were soon set upon by ISB agents.

Initially pursued by ISB agents in speeders, the privateers made it back to their vessel after shaking the Imperial forces off their tail. The party got into orbit before Imperial command closed down Kesk Cityblock spaceports and ordered all ships originating there to return. Upon refusing to go back, the landing party's ship was attacked by six TIE fighters, forcing the privateers to activate their distress beacon to inform the Far Orbit of their situation. After receiving that same transmission, Vedij had the Far Orbit make a micro-jump to Brentaal IV, and had the weapons prepared and the shields activated. Upon arrival, Vedij used a wide beam transmission to inform the public of the Far Orbit turn to privateering because of the Empire's deeds, and also told them of his honorable intentions.

Because this announcement hit the Brentaalian news channels, and broadcasted to the public, all of the Imperial forces near the world were ordered to take out the Far Orbit, leading the six TIEs to disengage from the party's vessel and head for the EF76. Additionally, a pair of Hunter-Killer probots also tried to attack the Far Orbit, and on their way past the privateer landing ship, they attempted to capture it, though the fleeing vessel easily evaded them. Because the landing party had succeeded in escaping, and because of the mass of Imperials coming for them, the Far Orbit left the Brentaal system. The datadisc turned out to contain the exact route of the Imperial Taxation Bureau's Emperor's Will, a Star Galleon-class frigate which was supposedly carrying 400 million credits worth of metals, minerals, and spices.

The datadisc claimed that the galleon was due at Esseles in three days, and that it would be out of communication for the entirety of its journey through hyperspace, which started in the Arkanis sector and ended near Esseles. The datadisc also said that the galleon had an escort, a Nebulon-B known as the Zaff Jendinpurg.

Hunting the Emperor's Will
Knowing the route of the Emperor's Will, Vedij had the Far Orbit go to the edges of the Ringali Nebula, where they would pull the galleon and its escort out of hyperspace with some asteroids. However, twenty-nine seconds before they were to revert to realspace, the frigate was pulled out early. The unexpected jolt that accompanied the early reversion resulted in seventeen minor injuries, and three serious ones. One of the more seriously injured was Captain Vedij, who was not strapped in like most of the crew and had been thrown against a bulkhead. Additionally, a power generator was blown, some sensors were down, and the main hyper drive generator was damaged, though the secondary was fine. The cause for the early reversion was the gravity wells of the Claw, the same Interdictor that Kenit had with him when he tried to capture the frigate. The Claw was one of the many Imperial Interdictors that had been sent to the Ringali Nebula to try to catch the privateers as they went after the galleon.

The privateers attempted to race the Claw to the nebula, which was two minutes away at top speed, where they could lose it before jumping to hyperspace. As they were facing the Ringali Nebula, and the Interdictor was turned away from it, the Far Orbit got a good head start and passed under the Claw, all the while exchanging fire with the Interdictor. The Nebulon-B beat the Imperial ship to the nebula, partially because the Claw gravity wells were draining its energy at the start of the race. Upon reaching the sensor dampening clouds of the nebula, the Far Orbit evaded the Claw, and soon departed using its backup hyperdrive.

The crew repaired the main hyperdrive, and once again tried to nab the Emperor's Will near the Ringali Nebula. It took an hour to find an asteroid large enough mass wise to pull the Emperor's Will from hyperspace, and the crew then pulled it and some other asteroids into position to make a mass barrier. The Far Orbit waited for the treasure ship and its escort to arrive, and, just a seconds behind schedule, they did. Both vessels were pulled from hyperspace by the asteroids, with the Zaff Jendinpurg taking damage and swinging out of control. The Far Orbit concentrated its attack on the escort frigate, and as both Imperial ships were caught completely by surprise, the privateers dispatched the Zaff Jendinpurg with little difficulty, though the frigate managed to launch some of its complement and return fire with its cannons.

While at first the Emperor's Will joined the fight with a barrage of concussion missile aimed at the privateers, the Star Galleon-class frigate soon turned away and attempted to escape into hyperspace. However, this allowed the Far Orbit to target the Emperor's Will unguarded aft, and the damage inflicted upon Imperial frigate was enough to prevent it jumping to hyperspace, leaving the Emperor's Will to reengage the enemy. The captain tried to attack the Far Orbit side, but realized that the battle was lost for the Imperials. Because of this, the captain, after using explosive charges to split the hull apart, ejected the Emperor's Will cargo pod, which contained the treasure and had a built in hyperdrive, in an attempt to deprive the privateers of it. However, the Far Orbit crew captured the pod, securing the treasure within.

Specifically, the cargo hold contained a range of gems that included Bothan Glitterstones, chyrstopazs, crystalline vertices, diamonds, emeralds, Gallinorean rainbow gems, a Jasse heart, kuggerags, a nova crystal, Quella gems, sapphires, and Sasho gems; among the treasure was also a single Corusca gem. Additionally, a Jorallan opal necklace and a pair of matched sets of Lalmy'ashian pearl necklaces and earrings were also carried by the Emperor's Will pod. As for spices, the cargo contained quantities of Andris, Carsunum, and ryll kor. The pod also contained valuable artwork taken from alien worlds. As for the metals among the treasure, there were 1,836 bars of gold, 1,296 bars of mythra, and 936 bars of platinum. Additionally, the pod contained several hundred crates of both gold and platinum coins, all denoted with the Imperial seal, and weighing a total of 10 tons. However, the frigate's cargo weighed far less than the Emperor's Will maximum cargo capacity of 100,000 tons.

Unknown to Vedij and the crew, the Corusca gem that had been among the treasure that they seized had unique tracking properties that Kenit knew about, as his brother was a gemologist. Kenit believed that though the Far Orbit and its captain may have been able to escape him for another half year, the Corusca gem sealed their fate. However, Kenit was summoned to his ship's holopod, supposedly by Pestage, before he could use the ability of the gem against the frigate. It was Emperor Palpatine himself, not Pestage, who called Kenit there, and the Imperial Captain was killed by the Sith Lord from across the galaxy through the use of the Force. Kenit's secret about tracking the Far Orbit died with him.

Legacy
As a result of the quick attacks and the resulting panic among the local governments due to the Far Orbit, a joint committee was formed by the Imperial Navy, ISB and the Commerce Branch to hunt down the frigate. A year later, this committee was still working, due to the high increase in Rebel privateering that followed.

The depredations of the Far Orbit wasted, according to Alliance Intelligence, a year's equivalent of an entire standard sector's production, only to track down and recapture the vessel. The Alliance thus mainly benefited by the strain this caused on the Imperial budget, and not by the 120,000 tons of material which was diverted to their hands. Additionally, the Far Orbit actions split the Imperial Navy's forces in the Darpa and Bormea Sectors, panicked many of the local governors, and enraged Emperor Palpatine himself. The actions of this ship inspired many others to join the Rebellion against the Empire.

Vocis Kenit
Kenit was the Far Orbit first captain, and had been given its helm as a gift for his loyal service to the Empire. As a rising officer in the ranks of the Imperial Navy, Kenit regularly reported the political failings or lack of certain Imperial ideologies of his superiors and rivals. This, in combination with his intelligent service, led to him being promoted regularly. However, many of these promotions served to also get Kenit away from his political enemies, and the promotion to captain of the Far Orbit was one such move that did that. As the commander of the frigate, Kenit was a tyrant, and his methods of keeping discipline on the ship were quite harsh and brutal, though the treatment of prisoners on his ship was even worse. Because of his personality, and his desire for glory at the cost of others' lives, many of the officers aboard the Far Orbit disliked the man, including Command Vedij. Kenit's treatment of the crew was his downfall, as it was one of the contributing factors to the mutiny.

After the mutiny, Kenit was court-martialed after he was imprisoned for failing to retain command of the Far Orbit. He was sentenced to death, though the man was let live because Kenit was assigned to hunt down his former ship. If Kenit's failed, he would die, while success would clear his name. Kenit's tried multiple ploys to catch the Far Orbit, including manipulating the privateers to attack the Silent Blades, and almost trapping them near Brentaal. However, his continued failure to catch the frigate caused Palpatine to kill him.

Dhas Fenoep Vedij
Born into a wealthy family with ties to the Imperial Navy, Vedij was transferred to the Far Orbit, where he would serve as Kenit's second in command. The commander heavily disliked Kenit, as he was the captain only because of his proficiency in political games, and because of his command style. Kenit's bad leadership and the death of both his parents and his brother led Vedij to seize the Nebulon-B from Kenit via a mutiny. Vedij was an excellent leader and strategist in battle scenarios, and was completely dedicated to the Far Orbit after the mutiny. He was quiet, and because he was sagacious and cold in nature, Vedij had few friends.

Following the mutiny, Vedij led the mutineers to become privateers for the Alliance. He stayed their captain throughout the many mission to the Far Orbit undertook, and the privateers' attempts to evade Kenit and his forces. During their search for the Emperor's Will, he was injured when the Claw pulled them from hyperspace, though he recovered enough to command his frigate during the capture of the Emperor's Will cargo pod.

Crew
As an Imperial vessel, the Far Orbit crew was composed of some drafted into Imperial service, and others who had voluntarily joined the Navy. After the mutiny, when the Far Orbit took on more crew, the staff became a mix of mutineers, and pirates and other low lives. With the majority of the mutineers Human, and the new crewmembers taken on at StarForge Station aliens, tensions rose between the two sides, which led to a series of incidents.

Command Sections
The Far Orbit crew was divided into separate sections that each looked after different areas of the ship. These were each commanded by an officer, and had their headquarters of sorts on the main bridge. After the mutiny, Vedij kept in tact much of the command sections that the Imperial Far Orbit had possessed.

Operations Section
The Operations Section was the largest section in Far Orbit, and it was responsible for the overall running of the ship, and insuring that all the other sections worked together. Several other sections reported directly to the Operations Section, and the Ops Officer served as the frigate's second in command; prior to the mutiny, Vedij held the job of Ops Officer.

Quarters Section
This section had the responsibility of maintaining the living parts, such as the crew quarters, of the Far Orbit. Although enlisted personnel on the frigate kept their own quarters clean, there was a small staff of droids and hands that cleaned the officer's areas and the public places. The Quarters Section also ran the main galley and the autochef, and was one of the more minor administrative posts aboard the frigate. Generally, on most Imperial ships, a junior lieutenant headed the Quarters Section, and reported to the Operations Section.

Command Section
The Command Section of the Ship had the overall responsibility of the entire ship, and was connected to Link Command, the mind of the Far Orbit. All the other sections of the frigate answered to the Command Section, as the Command Section Chief was the captain of the Far Orbit.

Secondary Engineering Section
This section had the job of keeping the power running, and doing the maintenance and repairs for the ship. It was also responsible for emergency power if the command module was cut off in any way from the propulsion module at the aft of the frigate. Secondary Engineering was commonly referred to as the Power section, to differentiate it from the Primary Engineering section. The commanding officer of Secondary Engineering was known as the Power Chief, and he or she reported both to Engineering and to the Operations Section.

Life Support Section
The Life Support Section, sometimes referred to as Life, was one of the most valuable sections of the Far Orbit. It maintained the atmospheric tanks, the air scrubbers, the water system, gravity generators, and all of the temperature controls for the frigate. The commanding officer in Life Support was known as the Chief of Life Support, and he or she worked with Secondary Engineering and also answered to Primary Engineering.

Sensors and Communication Section
This section, also known as SenCom, was split into three sections. The main sensors area was located near the ventral end of the command module, while both the primary and secondary communication areas were at the top of that same module. The sensors and communications sections were separated in order to reduce interference, though they were grouped in the same command section because they were similar in nature, as SenCom acted as the ship's Far Orbit senses. The SenCom Chief led Sensors and Communications, and had two other experts beneath him in rank, with one the Sensor Officer, and the other the Communications Officer; both sensors and communications each had a separate spot on the bridge. Answering to the captain himself, the SenCom Chief was a role that was mostly administrative.

Weapons and Security Section
The Weapons and Security section was responsible for all aspects of the Far Orbit weapons and shielding. The staff of gunners and shield operators that the frigate possessed was relatively small. Prior to the mutiny on the Nebulon-B, security was managed by the Weapons Officer, who controlled the Imperial Naval Troopers. Before the mutineers took over, the stormtroopers aboard the Far Orbit had their own internal administration, and they answered more readily to Kenit and the CompForce Observer than to the Weapons Officer. After the mutiny, boarders filled the role that the stormtroopers possessed before they were kicked out.

Flight and Vehicle Operations Section
This section was also known as the FVO or Boom section, and it was responsible for maintaining and operating all of the Far Orbit fighters, shuttles, and ground vehicles. However, right after the mutiny, due to the loss of the TIE complement, the escape pods, and most of the shuttles, this section's staff was rather small. Additionally, the frigate was never issued ground vehicles. The FVO section was under the command of the Operations section.

Deflectors Section
This section was operated out of a small armored module that was located near the engineering section, and was only in used when the Far Orbit was in a combat situation, or preparing for one. In a combat scenario, this section was a high priority target, as it was very important. Most repairs, if they were simple enough, could be completed by the Deflectors s section's staff. The administration for this section was located at the top of the propulsion module, and the Deflector Chief answered to the Weapons Officer from the Weapons and Security Section.

Engineering Quarters Section
This section had no officer to run it.

Engineering Section
Engineering was responsible for the operation of the ship's engines, and for supplying the ship with power. Additionally, this section had the job of maintaining the hardware and other technical aspects of the frigate. The Chief Engineering Officer was the one in charge of the section, and he or she had a couple of sections under his or her authority. The Engineering section was run out of the main engineering area, in the propulsion module.

Engines Section
This section contained all of the technicians needed to run the engines, and much of the other equipment in the propulsion module.

Behind the scenes
The Far Orbit was first mentioned in the premier edition of the Rebel Alliance Sourcebook, published in 1990 by West End Games. It was then also mentioned in the second edition, released in 1994. The year 1997 saw the publication of Pirates & Privateers, a supplement for Star Wars: The Roleplaying Game, which also mentioned the Far Orbit in it. The Far Orbit Project was released in 1998 as a sequel of sorts to Pirates & Privateers, and the privateering frigate played an important role as the book's main vessel. In The Far Orbit Project, a thorough description of the Far Orbit was provided, as well as deck plans for some of the frigate's levels. The Nebulon-B was featured in all eight of The Far Orbit Project adventure scenarios: Preparing for War, The Hijacking of Shipment 1037, The Capture of Coh Veshiv, The Rival, The Trap, Raid on Brentaal, Hunter/Hunted, and The Grand Prize. The definitive final fate of the Far Orbit is not mentioned in the book or the scenarios, and it is unclear whether or nor the Imperials managed to catch the privateers in the end. The Far Orbit also received a tiny entry in The Complete Star Wars Encyclopedia, in 2008, and was mentioned in some of the other entries contained in three volumes of the encyclopedia.

The Far Orbit Project divides the campaign of the Far Orbit into three phases. The first phase, known as Predator in the Fold, is the easiest for the players participating in the game, and the Empire is unaware of their activities, and is not actively pursuing the frigate. However, this can only last so long, and the Empire soon becomes aware of them shortly after Shipment 1037, or another large convoy if the gamemaster presiding over the game chooses, is captured by the privateers. The capture of Veshiv ends Phase 1, making the Imperial forces fully aware of the Far Orbit and its endeavors. Other events can replace the taking of Veshiv as the one that alerts the Empire, but that then prevents the capture from occurring.

In Phase 2, entitled the Gathering Storm by the book, local security forces are stepping up their game in order to catch the privateers, and Imperial propaganda is being used to paint them in a bad light as Imperial forces muster to capture the frigate. Phase 2 ends when the Far Orbit is defeated by the Imperials, and in the adventure scenarios, this is during The Trap. The last phase, named Stormbreak, begins when the Far Orbit returns from its rest after its defeat at the hands if the Imperials. Although the Imperial forces at the beginning consider them not a threat anymore because they were driven off, they soon start to come after the Far Orbit in force once again.

The last adventure scenario does not have to be the end of the Far Orbit campaign, and the gamemaster can have the privateers continue their raids if he or she wishes. Additionally, they can have the Far Orbit meet ruin, and have Vedij killed if they think that is the best course of action. The Far Orbit Project contains some suggestions for the gamemaster to use if they wish to continue the campaign after the adventure scenarios.

Alternative scenario paths
As The Far Orbit Project is a supplement to a roleplaying game, players can take many paths while playing the scenarios contained in the book. The choices made in the body of the article were chosen because they let the Far Orbit accomplish the most, and gain the greatest profit in the raids without harming any of the future ones. Below are some of the alternative paths that can be taken by players, and their consequences:

Preparing for War
Preparing for War is the first scenario in the Far Orbit Project, and is where Vedij and the frigate go to StarForge Station looking for crew. While looking for the station in the nebula, it is possible for the Far Orbit to manage to find StarForge Station's location before the Y-Wings find them. However, this is less likely than the scenario in which the fighters locate them first, and thus is not chosen. In the fight in the Lean Nuuti Bar and Grill, there are three possible outcomes: one is where one of the sides wins the fight, and the other buys them drinks; another is where neither sides wins, but the aliens buy the mutineers drinks to patch up relations between them; the last outcome is where Vedij arrives to break up the fight. Since none of the possibilities really affect later gameplay, and because the Vedij option seems to be preferred by the scenario, this article assumes that one is the most canon.

For all of the tests that are listed as ones that can help judge whether a potential character is good enough to serve on the frigate, this article assumes that all are undergone as part of the selection. As for all the individuals that are listed as potential candidates, it is presumed that they all pass the tests or do well enough in them. This is because some of them, such Gruk and Kanarak, take part in the situations that the tension between the aliens and the Humans create. All of those situations are considered canon by this article.

The Hijacking of Shipment 1037
The Hijacking of Shipment 1037 involves the Far Orbit raid on the convoy, and it too has many paths that can be followed. Transport A-175 can be raided by the crew of the Far Orbit instead of being accompanied by the frigate, and during that potential raid it is discovered that A-175 is headed for the convoy. However, because it is highly recommended by the adventure scenario that the Far Orbit accompanies A-175 to the convoy and does not raid it, this article takes that course. In the case that the players fail to think of taking the convoy after doing an inspection of A-175, Captain Vedij, who mostly is controlled by the adventure's presiding gamemaster, suggests the idea. If the Alliance does not help the privateer during the battle, the Far Orbit can try to target the New Star in order to capture it, or the players can attempt to apprehend as many transports as possible. In the case that the Alliance does not decide to help the privateers, the players doing the scenario can chose to not attempt to take the convoy as it is quite risky.

In the event that the Far Orbit indeed has Alliance help and the players do not spring the trap when they are in the right spot, Vedij does so by default. In doing so, he turns the Far Orbit and attempts to destroy the New Star. In the case that the privateers manage to capture the New Star undamaged, with its crew intact as well, the Alliance awards them undefined3 million, and  undefined2 million if the Imperial frigate is captured seriously damaged. If the New Star is destroyed during the battle, only undefined1 million is awarded, while the Far Orbit gets nothing at all if it escapes the trap, even if it is damaged. This article assumes that the Far Orbit fulfilled the mission in the best way possible.

The Capture of Coh Veshiv
The third adventure scenario, titled The Capture of Coh Veshiv, tells of the Far Orbit snatching of the Imperial Advisor. Here, there are less paths that are able to be taken than usual. Although Vedij suggests the capture of Veshiv, it is completely up to the players to decide how to. The scenario suggests the most likeliest course of action, which is capturing him on departure, and then proceeds to tell of how to accomplish that. Because of this, this article assumes that this course of action is the most canon. If the players fail to give the right identification codes to the Imperial authorities on Esseles, Vedij will step in to save them. There are only two different scenarios that can occur during the capture of the advisor. One of these is where the privateers wait till the Far Orbit is in hyperspace before capturing Veshiv, while the other is where they do not. The second possibility allows the crew of the shuttle Myrenia to attempt to blast out of the cargo bay to escape, and it also allows them to be able to contact the Empire Forever or Platform 8127/121 for help. As option one prevents them from doing these things, it is considered the most canon.

The third scenario also contains three scenario hooks of sorts, that are all placed before the events at Esseles. In the passenger liner scenario, there is a couple of paths that can occur. One is where the Far Orbit merely fights off the pirates. This option can be expanded into the path that this article takes, where the Far Orbit seemingly defeats the pirates so that Vedij can offer them jobs on board the frigate. Another path is where the pirates and the Far Orbit gang up to take out the liner and seize the loot, or the players can take out the pirates to keep all the rewards for themselves. However, since the liner's passengers would most likely be ransomed, this would cause the Far Orbit cover story as an Imperial frigate to go up in smoke as soon as the passengers were released. Thus, the option about seizing the passenger liner is not taken. The other two scenario hooks do not have any paths that can be taken, though the one involving the training exercise does advise that the privateers do not attack the Imperials, as they would risk the wrath of the entire fleet.

The Rival
The Rival is the fourth scenario, and the one in which the privateers went up against Beeli and his pirate gang. Here too there are different paths that can be followed, and these occur during the final battle with the pirates. There are three different options that can occur. One is where the Far Orbit manages to track the Solar Terrors down to where they have a deep space rendezvous with Kenit and the Stalwart. However, the smartest thing for the privateers to do here is flee, as they are outnumbered. Another possibility is that the Far Orbit catches up to the Solar Terrors while the pirates are fleeing a Sector Ranger patrol and three IPV-1 System Patrol Crafts. This puts the Imperials momentarily on the side of the privateers as they both try to take down the pirates. The last scenario is the one where the privateering frigate catches Beeli in the act of raiding. Since the last scenario is the most plausible, this article assumes that case occurs.

In the fight, since Beeli is fighting off a fatal illness and wishing to die in battle, it is most likely that all of his ships will be destroyed, because he will ram his ships into the Far Orbit if necessary. Thus, this article presumes that Beeli died and that all of his starships were destroyed in the battle. The gamemaster can choose to use the pirates as the bait of the trap that occurs in The Trap, instead of SPF 14897. However, as this cuts out the majority of the first half of the fifth adventure scenario, and takes away the boarding action, it is assumed that this option is not taken.

The Trap
The fifth adventure scenario contained within The Far Orbit Project, The Trap, is where Kenit attempts to snare the privateers using SPF 14897 as bait. Once again, there are many paths that can be chosen. In response to the stormtroopers in the hold of the Mark III, the players can either choose to send more troops in to help get the boarders out of SPF 14897, or disengage from the freighter entirely, leaving the boarders to their doom. Although the first option gets more crew killed, it helps keep morale of the frigate up, and thus this is the option chosen by the article. The second possibility, though it prevents any counter boarding, kills the crew's morale.

The battle with the fleet allows many paths to occur. One such one is where Vedij surrenders himself to Kenit in exchange for letting the privateers go. However, the Imperial captain plans to double cross his former second-in-command and kill the crew as soon as he has Vedij. While their captain is shuttled over to the Stalwart, the crew of the Far Orbit make a new plan and escape the Imperial forces present, before vowing to return to free their captain. This option is not chosen by this article as the most canon because it does not quite flow with the later adventures, leaving Vedij in Imperial hands. Another path involves the Alliance sending a small fleet to rescue Vedij and his crew, composed of twenty-four X-wing starfighters and ten CR90 corvettes. Although they distract the Imperials long enough for the frigate to escape, the cost of the operation means that the Alliance will not send aid any more.

Another possibility is that the Far Orbit battles it out with the Imperials, and in doing so destroys or drives off all the opposing battleships. This however, is very unlikely due to the odds stacked against them, and heavily damages the Far Orbit. However, the privateers can scrounge for spare parts from the destroyed Imperial vessels. This option draws lots of Imperial attention, because of the Far Orbit victory, and a whole fleet, including some Star Destroyers, are sent after the privateers. This causes StarForge Station to not allow them to come restock there in order to prevent the Imperials from finding the locations of the station. Neither of these last two possibilities are chosen by the article to be the best because the first prevents the Alliance from helping them again, and the second because it is highly unlikely, and sends more Imperials after them.

There is one more possibility, and this is the one that has the Far Orbit disabling the Claw to escape. This option is the one that this article takes, as it does not harm any of the Far Orbit later adventures. There is an extension to the path where the frigate takes out the Interdictor's gravity wells, and it involves the Nebulon-B using its tractor beams to crash the enemy fighters into the weapons of the Claw, and then using the crippled ship as a shield against enemy fire. However, this part of the option is avoided because it would seriously damage or destroy the Claw, which appears later in canon in the 1999 video game Star Wars: X-Wing Alliance.

Raid on Brentaal
The sixth scenario, Raid on Brentaal, has the least path deviations that can be taken among all of the other adventure ideas. The ship that the privateer landing party uses to go to Brentaal IV from the Far Orbit can be a shuttle, but the scenario suggests that it is a freighter. The scenario itself can be changed into a privateer only mission by the gamemaster if he or she deems it so, with the crew researching the planet before making a small base of operation there. After that, they acquire the information that is on the datadisc in the normal adventure via a slicer and flee the world. However, since the scenario contains a much more detailed telling of the Alliance and the privateering mission, this article presumes that that path is taken.

Hunter/Hunted
The seventh adventure idea, dubbed Hunter/Hunted, was short and tells of the Far Orbit encounter with the Claw in the Ringali Nebula. In the case that the Claw was destroyed in its earlier encounter near Brentaal IV with the privateers, a different Interdictor pulls them out instead. As the Claw was featured in X-Wing Alliance, this is not considered canon. There are two main paths that can be taken. The first involves the one chosen by this article, which is where the Far Orbit flees to the nebula. Once there, the frigate can flee to hyperspace, or try to board the Interdictor via a shuttle. The boarders seize the Imperial vessel's bridge, before using stun gas to take out the crew, while the stormtroopers are also dealt with. This would leave the Claw under the privateers' control, and would be beneficial for future raids. However, as the Claw is in Imperial possession in X-Wing Alliance, this path is not considered the most canon, while fleeing to hyperspace is. A totally different option is to assault the Claw right after the privateers are pulled from hyperspace. Because they have a superior crew, the Far Orbit manages to neutralize the treat of the Interdictor, and they escape before Imperial reinforcements arrive. However, as it is very unlikely that the Nebulon-B would be able to pull this off, this path is not followed by the article.

The Grand Prize
The last of the scenarios is The Grand Prize, and it is where the Far Orbit attempts to capture the Emperor's Will. In this scenario, as the privateers do not want to destroy the treasure in the cargo pod by blowing away the galleon, the Emperor's Will must be neutralized. Options include precision fire against the engines of the Imperial ship, ion cannon fire against the main hull if the Far Orbit has acquired those, or even attaching itself to the Imperial frigate with its tractor beams to prevent it from escaping. It is also possible for the players to deliver the ion charge via starfighters if they have acquired them in their prior raids. The Emperor's Will can also be boarded if the players wish so, but the stormtroopers will resist the intrusion; The Far Orbit Project itself states that if the gamemaster wishes to kill Vedij off, as this is the last adventure scenario, the boarding would be an ideal place to do so, as long as the death is heroic.

However, it doesn't matter much how the Emperor's Will is neutralized, as it still releases its cargo pod. Because of this, this article does not choose one of the options as the best one, and the most canon one, though the boarding possibility with Vedij dying is not considered one of the batter options. Once the cargo pod is launched, the gamemaster can choose to have Imperial vessels arrive on the scene and delay the privateers long enough for the pod to make an emergency jump to hyperspace. The Far Orbit must then elude an Imperial task force sent out to look for the Emperor's Will, which is led by a Star Destroyer, as the privateers try to find the pod and then disable its tracking device so the Imperial forces can not track it. The frigate can seize the pod with its tractor beams before attempting to open it. However, this article presumes that the gamemasters is no so mean as to send Imperial ships to prevent the privateers from seizing the loot.

When the players try to open the cargo pod, it can be booby trapped with fragmentation explosives, highly charged electrical locks, or antipersonnel blasters. For each failure of the players to open the pod, a boarder is killed each time. Gamemasters can change the contents of the cargo pod and subsequently their total value to match up with the scale of the Far Orbit campaign and the preferences of the players. They can even choose to aid unique items to the pod, such as a Jedi holocron, to spice up the loot.

Scenario Hooks
The Far Orbit Project also contains a complement of scenario hooks that are adventure stubs that the gamemasters can expand upon. Some of the ones that did not interfere with the canonicity of the adventure ideas were added to the article above. These include The Price of Success, Tracking Devices, and TIE Prototypes. However, a trio of Scenario Hooks–Smash the Scourge, Who Is The More Foolish?, and Raid on 2LC/Blue–are not considered canon as they contradict with the events in The Capture of Coh Veshiv.

Raid on 2LC/Blue involves the players targeting the Imperial Bavos-I heavy-duty military space platform Station 2LC/Blue. They can either raid its supplies that are taken to it by small freighters, or attack the station itself with a team of boarders disguised as Imperial troops or staff in order to steal its starfighters and the supplies aboard the station. Who Is The More Foolish? has the privateers conducting raids against Station 1B6/Green, a Bavos-II heavy-duty military space platform, so that the Victory I-class Star Destroyer Scourge would be drawn away from the world of Ralltiir, allowing the Alliance forces there to slip more blockade runners through.

Smash the Scourge  involves the Far Orbit committing small raids against 1B6/Green until the Scourge is actively chasing the privateers. Once this has happens, Vedij lures the Victory I to a prearranged ambush site, where an Alliance task force tries to capture the Scourge. However, all three of these scenario hooks have the Far Orbit giving up its cover as an Imperial escort frigate, which directly contradicts with The Capture of Veshiv, as that is the adventure scenario in which the Far Orbit loses its cover. Another scenario hook that is not considered canon is Never Raid An XTS Freighter, as it is basically Vedij and the privateers dealing with the negative consequences of them taking a ship owned by Xizor Transport Systems. Some of these consequences include Puullo reneging on his promises to the Far Orbit, StarForge Station not allowing them to dock there, and teams of mercenaries and thugs pursuing the Nebulon-B.