Junker Marauders

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This is a player faction. For the affiliated NPC faction, see Junkers For the server rules for this faction, see Junker Marauders ID.


Junker Marauders
JMLogo3blankeyessmooth2.png
Origin Independent Worlds
Alignment Quasi-legal
Recruitment Click to join
Profile
Date of founding 820 A.S.
Founder(s) George Masters, Carol Horner
Current leader(s) George Masters
Base of operations Invergordon Space Port
Identification
Primary ID Junker Marauders ID
IFF Junker
Tag(s) JM-
Primary role
Profiteering by any means necessary: Piracy, Salvaging, Smuggling
Secondary role
Create ties with the Sirius underworld
Table of contents


Synopsis

The Junker Marauders are a group of nomadic Junkers who rove the Borderworlds and other secluded areas of space in search of loot and plunder. Either naturally, via the salvaging of lost wrecks and collection of floating scrap, or by force; the Junker Marauders are not afraid to use violence in order to get what they want. Their agenda and ideologies vary quite differently from other groups and individuals within Junker society. They are not afraid to make enemies out of those who do not offer them anything substantial back. To a Junker Marauder, a person is only as good as their credits.

The Junker Marauders actively fight the fight against the tyranny of the Hogosha and the terror of the Xenos. Unlike other Junkers, the Marauders actively take a stand against two of their biggest dangers. They tenaciously hunt down Xenos in Liberty and exterminate them, as they do with the Hogosha in Kusari. The Junker Marauders see this as a just revenge for each Junker that has suffered because of these two groups. They show an even greater ferocity towards Hogosha and Xenos, considering the problems both of them have given Junkers. The Junker Marauders are not letting up in their quest of vengeance.

The Junker Marauders fight for the rights of Junkers everywhere, however they feel they themselves are superior. Some Junkers tend to defy the Marauders with their ignorance. To the Marauders, the clan comes first. It’s a brotherhood within a brotherhood. They despise Junkers who insist on obstructing the goals of the Marauders. Whether this be by snitching, or by passively assisting the Marauders enemies. The Junker Marauders will deal with Junkers who do this. Either directly or indirectly. On top of being masters of thievery, the Junker Marauders are also esteemed smugglers. Thanks to their close ties with the 75th Mosquito Squadron, they successfully smuggle profitable contraband through the houses undetected. Since creation, they haven't been caught once.

‘Profit by any means necessary’: Every Marauder keeps those words within his head at all times. Those words are the blood, flesh and soul of a Marauder. Decisive, cunning, merciless and tactful; the Junker Marauders ensure the well-being of themselves, and the downfall of others.

History

The year was 820 A.S. A small convoy of Junker ships, 2 Salvagers, 3 CSFs and a Pilgrim Liner, desperately tempted to shake off a swarm of Xenos that were on their tail. Their cargo holds were filled to the brim with Black Market Munitions, a commodity that would amass a good amount of wealth if sold at its destination. However, Black Market Munitions are contraband. The Black Market Munitions combined with the simple fact that these blockade runners were Junkers; the Xenos had a very strong reason to stop them. Whether that be via killing them there and then, or stopping them. Being Xenos however, they wanted to opt for the former. The negated the use of tradelanes, they didn't want to fall victim to whatever ambush could be waiting for them at either the Kepler gate or the Galileo Gate. They raced towards the Galileo hole, with the Xenos in hot pursuit. Later, they had managed to fly themselves into Galileo; the party of 6 Junkers flew as quickly as they could towards the Shikoku hole, with the Xenos still on their tails.

Eventually, they had managed to steer themselves into Shikoku. The Xenos were still doggedly pursuing them. The leader of the convoy, George Masters, told the Junkers that instead of heading towards the New Tokyo jump gate, it'd be within their interests to head into a large gas cloud, in order to lose the Xenos that were following them. The convoy suddenly changed its' course, and proceeded to the Saiun Cloud. Upon venturing into the cloud, the party later discovered an unknown jump hole that they had not seen before. Curious, George, who was piloting a CSF, ordered the convoy into the jump hole, hoping it would take them away from the Xenos. Suddenly, the Xenos swarm came out of nowhere. They pounced on the Convoy, quickly destroying one of the Salvagers, it's cargo hold and crew lost in a fiery explosion. In panic, the convoy suddenly split up, desperately trying to flee. The other Salvager, Pilgrim Liner and two of the CSFs quickly made a dash to escape the gas cloud, and to possibly head back into Liberty. Unfortunately, their pathway was cut off by a group of Hogosha, prominent nemesis to the Junkers who were akin the Kusarian regions. The swarm of Xenos mixed with the Hogosha proved too much for these Junkers. Their ships were soon being dealt with, with little effort. One by one their comm signatures disappeared off the group communication channel, paired with a violent explosion occurring outside the gas cloud. They were all killed, the Hogosha and Xenos didn't leave a single survivor.

The other CSF, which did not follow the rest of the group, had jumped into the jump hole to avoid ending up like its' lost comrades. It had now found themselves within Kyushu. In their visuals, It could see a tradelane in the distance. Penultimately, they approached the lane and discovered it could take them to the planet in the distance. From there, the CSF could then head towards the Tau-29 region and take a hole in there to Tau-23. It proceeded to take the lanes to get to the Tau-29 gate. On their way towards the Tau-29 gate, their lane was cut. Though, it was a Golden Chrysanthemum who had mistaken them for simple traders. The Golden Chrysanthemum asked where it was going, George told the Golden Chrysanthemum what had happened, how him and his co-pilot were the only people to survive from the convoy and that they were desperately on their way to escape Kusari. The GC then told him that he could take a quicker way rather than go through Tau-29; he could use the Tau-23 hole. The Golden Chrysanthemum uploaded the coordinates to CSFs' navmap, and then it set off for the hole. It was quickly discovered, then it jumped into Tau-23. Once it found itself in Tau-23, it promptly sold its' goods on Cali base, not wanting to continue the trip any longer.

Once George and his co-pilot had sold the goods, they ventured back to Inverness. Fearing for their lives, they took a route to Inverness via the Taus, Baffin, Coronado and Cortez. Still distraught at the loss of the convoy, they headed back to Inverness empty. Once they reached Invergordon Spaceport, George and his co-pilot, Carol Horner, counter their loses. The number was very large, both financial and moral. George and Carol needed a way to make a quick buck, they needed money. Inverness was situated neatly on the borders of Bretonia, out of the eyes of the law enforcement. The remoteness of Inverness gave George and idea. Why buy goods, which would potentially have to travel a far distance, if he could just steal goods from unsuspecting passers-by.

George and Carol set off in search of loot to plunder. They flew the CSF from Inverness and into Cortez, eventually taking up a spot in the Curaco > California Jump Gate lane. Half an hour later, a small transport hauling Platinum Ore came down the lane. Instantly, George and Carol cut down the lane, followed by the hasty shot of a cruise disruptor. They demanded the transport captains' ore. It was a lucrative good that could rake in a serious profit. The CSF had 500 units of cargo space, it'd be enough credits to get them back on their feet. Fearing for his well being, the captain complied. The CSF was now loaded up with a load of platinum ore. George and Carol then flew the ship into New London, where they made a considerable profit on Waterloo Station, earning them enough credits to recuperate their losses. They then headed back to Invergordon in Inverness.

This recent endeavour gave the pair an idea. Traders are everywhere in Sirius; large ships transport goods to every corner of space. Every transport ship was simply a flying Sirius Credit Card; they were loot, ripe for plundering. Hunting down tradeships in search of goods was such an easy business. They could ask for their credits, or their cargo. Both would land a profit for the pair. They decided to look for possible organizations that would welcome their ideals. However, the only prominent Junker organization was the Congress, and they had a strict no piracy rule. That was a shame, for George and Carol. The key to their success would be a group to rove the vacuum of space in search of loot. Therefore, George had an idea. He put an advertisement up in the more shady parts of Invergordon, asking for people to sign up with their crews to join a small group of Junkers: The Junker Marauders. From this point, the Junker Marauders were born.

Goals And Objectives

Primary Objectives:

•Profiteering by any means necessary: Piracy, Salvaging, Smuggling

•Crackdown on the Xenos movement

•Elimination of the Hogosha


Secondary Objectives

•Redevelop ties with the Sirius Underworld.

•Ensure that the Junker reputation with the Houses does not crumble via worming out Unlawful capitals from Junker bases and appeasing law enforcement.


Tertiary Objectives:

•Creation of Junker bases within the Borderworlds.

Zone Of Influence

Primary:

•Border Worlds

•Independent Worlds

•Kusari

•Gallia


Secondary:

•House Space


Tertiary:

•Edge Worlds

Junker Marauders Squads

To maximize efficiency in the field, the Marauders operate with squad based structures for organization. Squads have different roles and usually different placements among Sirius.


[R]avagers

The Ravagers were the first squad created by the Marauders. They primarily operate within the Tau sector of Sirius. Often, they're used for raiding trade ships and miners within the Tau sector. It is not uncommon for them to be faced with sporadic battles with the Independent Miners Guild Paramilitary.


[B]uccaneers

The Buccaneers are the Omega squad for the Marauders. As mentioned, they operate in the Omega sector of Sirius. Here their unlawful activity is much more minute and subtle, in order to avoid conflict with the Rhienland law enforcement. They have worked out secret deals with Daumann Heavy Construction, therefore they have been given permissions to use DHC bases.


[H]ighwaymen

The Highwaymen are the Sigma squad for the Marauders. Traffic within the Sigmas is high, yet offensive threats to the Marauders are low. This combination of security crossed with lots of high value targets make the Sigmas an ideal location to raid and pillage. They have deals with the Gas Miners Guild, giving them free reign to target a large variety of traffic, and leave specific entities such as Kishiro or some Zoner groups. They also take the opportunity to transport Helium, Helium-3 and other gases through the Kusari embargo and into Liberty.


[X]eres

The Xeres squadron are a group of combat ships used to target and eliminate Xenos, Hogosha and any other groups that may pose both Marauders and other Junkers harm. They are devoted to the cleanup of Xenos from Liberty, regardless of how impossible that task may seem. Although Kusari may never accept them, they strive to ensure the safe passage of Junkers through hostile space. The Xeres are also used as escorts for house space operations.


[A]vengers

The Avengers are an elite group of strike ships that are only withdrawn from the various places they have been stationed at for when the Marauders are in emergency situations.

Ranking Structure

Grand Marauder

They are the top power in the clan. Being the leader, they provide inspiration and insight to the Marauders that serve under him/her. He shapes the clan based on his will and ideas, he controls all it's activities and all of it's operations.

Chief Marauder

This person is the second in command in the Marauder clan. He/she assists the Grand Marauder in his/her duties and also oversees all activities.

Deputy Marauder

This person is the third in command in the Marauder clan. He/she assists the Grand Marauder and Deputy Marauder in their duties. All the above have access to all technologies as they require.

Elite Marauder

These Marauders are highly praised members of the clan. They have committed many notable feats and have served the Junker Marauders greatly. They are permitted to use all technologies freely.

Veteran Marauder

A Marauder who is held in the highest regard. They have proven themselves worthy by committing notable actions that have helped the Junker Marauders greatly. Allowed tech: Snubs, Transports, Codenames, Gunboats. No cloaks.

Marauder

The basic rank of the clan. They can achieve higher status via good deeds. Allowed tech: Snubs, Transports, Basic guns. No code names, no gunboats, no cloaks.

Scrap Runt

The rank used for special entrants that may need to be tried before full approval into the Marauders. Their resolve is tested to see if they will make fitting clan members. Allowed tech: snubs, Transports, basic guns. No code names, no gunboats, no cloaks.

Technology

---SOON(TM)---


Diplomacy

Faction Relationship


75th Mosquitos
Allied
Contari Lance - CL}
Allied
Sisters Of Light - \W/
Allied
The Junkers Congress
Allied
The Orbitals
Allied
Gas Miners Guild
Allied
Golden Chrysanthemums
Allied
Daumann Heavy Construction
Allied
Marinenachrichtendienst
Allied
Outcasts
Friendly
Bounty Hunters Guild Core
Friendly
Vereinigte Widerstandsarmee
Friendly
Watanabe Kazoku
Friendly
Lane Hackers
Friendly
House Unlawfuls
Neutral
Union Corse
Neutral
Bretonian Armed Forces
Neutral
Bretonia Police Authority
Neutral
Bretonian Intelligence Service
Neutral
Liberty Navy
Neutral
Liberty Security Force
Neutral
Liberty Police Incorporated
Neutral
Rheinland Federal Police
Neutral
Rheinland Military
Neutral
Zoners
Neutral
Gallic Junkers
Unfriendly
Gallic Royal Navy
Unfriendly
Gallic Royal Police
Unfriendly
Gallic Metal Service
Unfriendly
EFL Oil & Machinery
Unfriendly
Ile-de-France Shipping
Unfriendly
ALG Waste Disposal
Unfriendly
Kusari Naval Forces
Hostile
Kusari State Police
Hostile
Kempeitai
Hostile
Kusari Corporations
Hostile
Independent Miners Guild
At War
Xenos
At War
Hogosha
At War
Nomads
At War
Infested Forces
At War