Difference between revisions of "The Crayter Republic"

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===Gunships and Capital Vessels===
 
===Gunships and Capital Vessels===
{{Ship List|[[Hydra]]|Gunboat|Col_gs.png}}{{Ship List|[[Thanatos]]|Cruiser|Col_cruiser.png}}{{Ship List|[[Kronos]]|Battleship|Col_bs.png}}<br clear=both>
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{{Ship List|[[Hydra]]|Gunboat|Col_gs.png}}{{Ship List|[[Thanatos]]|Cruiser|Col_cruiser.png}}{{Ship List|[[Zephyr]]|Carrier|Zephyr-s.png}}<br clear=both>
  
 
===Transport Vessels===
 
===Transport Vessels===

Revision as of 19:25, 8 December 2013

This is a player faction. For the affiliated NPC faction, see Colonial Republic


The Colonial Republic
CRlogoalt2.png
Origin Crayter Sector
Affiliation Colonial Republic
Alignment Lawful
Profile
Date of founding 803 (Assumed) A.S.
Founder(s) Survivors from the Crayter Sector
Current leader(s) President Richard Connors
Base of operations Coronado
Primary role
Establishing itself as a recognized 'House' and regaining their home in Tau-44
Secondary role
Elimination of the Gallic and Maltese Threats.



History

Life here...Began out there....

For near on a century, the people and citizens of the Colonial Republic have had a hard road. They began, long ago, as star explorers. Disparate members of the nations of the home of us all - Earth. On-board prototype sleeper ships, they sought their destiny in the stars. While the history of Earth would be written in the fire of war, leading to the exodus and hope of Sirius - the Colonial people found a different place.

Named the Crayter Sector, the Colonial people found a paradise for themselves. They began writing the saga of their race over the next hundreds of years - colonizing the planets that would become their homes. The hardships and prosperity of Crayter brought them together, and apart. They became a civilization not too different from Sirius as it stands today. But all good things end...

It was unexplainable in its brilliance, unknowable in its destruction. With what time there was, all that could be saved were loaded aboard any ship that could fly. Watching, as they struggled to escape the system, a stellar phenomena never-before-seen rose up out of the darkness, and eclipsed the worlds they had called home, silencing those left behind forever. Where once the people of Crayter numbered in the billions, now only hundreds of thousands remain. The flight from Crayter was a wound many Colonials still remember. A ragged fleet of ships, on a pilgrimage to find a new home.

The Sirius Sector was not the homecoming the Colonial people had wished for. Reunited once again with the bulk of humanity, the beleaguered refugees of Crayter now had the task of trying to find a place amidst the Sirius Sector’s already crowded and cut-throat politics. Finding an ally in the Independent Miners Guild, the Colonial people found a home and a partner. Together, they carved out prosperity from what was a hostile and lonely part of Sirius - the miners of the IMG toiled, while the warriors of the Republic kept them safe. They had found the cause of resisting the poisonous control by the Outcasts of Malta. As the conflict deepened, the people of Crayter, once star explorers, planet tamers, people who left behind everything they knew, became warriors. A nation rebuilt for war, rallied behind a valiant military. The Tau Sector, a hollow shell of the home they left behind, became home to them now, and this time, the Colonials were determined to hold on to it at all costs.

But it was not to be.

The revelation of Gallia was biblical in its destruction. The armored hordes of massive warships crashed into Sirius, laying waste to everything in their path. The Colonial Republic stood ready to resist the forces of King Charles with everything they had, but even they knew it would be the end. Swallowing pride, the Colonial people, once again, had to leave in exodus from their home. Their partners, the IMG, stayed behind, bending knee to the unstoppable force.

In the wake of the second exodus, the Colonial people find themselves on a frozen world called Pecos. So focused on the Gallic threat, military production began in full swing. Guns, fighters, cruisers and massive battleships rolled out in record numbers. For these people who had weathered everything the Maltese had thrown at them, Gallia was a foe that could be toppled with enough power, and it would, with every bit of strength they could muster.

But the cost was too high. Spending on naught but the military caused the entire economy to collapse. The government could not support its plans, and faltered. The citizens of the Republic looked to their government, and their military, when they needed them most, and received but silence. The end of the Colonial Republic was a quiet thing, but the people were still there. Men and women on Pecos toiled when they could, mined when they could. Carrier groups, preparing to strike back against the Gallic invasion, found command channels silent. But they didn't give up.

The sun is dawning on a new era for the people of Crayter. With a new government drawing back to the days of their ancient home, they look onwards to brighter days ahead.

The saga of a star nation continues...


The Republic Today

The Colonial Republic is rebuilding, but it has a long and tough road ahead of it. Since the collapse of the old government, the primary objective has been to restart trade and rebuild the economy. With mining rights being worked with the IMG, Deuterium has become the Colonial Republic’s main export stock. Diplomatic relations with their two closest house neighbors have been pulled from antipathy to neutrality, and may warm further.

For the military, where once they were juggernauts of the Tau Sector, able to weather any advance with strong logistics and near limitless supply, things have changed immensely. The supply of new ships, spare parts, and pilots has dwindled, in some cases becoming more of a hope than a certainty. The Colonial Fleet has had to change its tactics and ways of thinking. Where once the Nyx fighter could be supplied in abundance, now each one is kept in service long after it would normally be replaced. Pilots have joined their own technicians in keeping their ships working. Hulls long since scrapped have been brought back into service, repaired, or cannibalized for parts. Ships have become personalized, and many have decorations, nose art work, and other personal touches. Each ship lost might not be replaced. Every pilot killed is felt in the hearts of their comrades.

For every Colonial, the words “For Those we left behind” have come to symbolize everything about their nation. Whether for those who still remember loved ones left behind in Crayter, or those who remember comrades who died to defend the exodus from the Taus, every Colonial has lost someone dear.


Rank Structure of the Colonial Military

Senior Officer - Both in Snub and Fleet Operations, those who have proven themselves capable leaders, with cool heads under fire, and strong tactical acumen, are promoted to Senior Officers. Senior Officers as part of Squadrons will be assumed to lead those squadrons. Conduct expected of them is to be exemplary, to lead by example, and exhibit the best possible quality of the Colonial Republic. Fleet Officers who find Promotion to Senior Officer, are granted access to the Kronos Medium Battleship.


Fleet Officer - Those who apply for transfer to Fleet Operations, and are approved, are promoted to Fleet Officer, and assigned duty serving as Commander of a Hydra Class Corvette, or a Thanatos Class Medium Cruiser. The Rank of Fleet Officer is given after an application process, and this rank exists for those individuals with the skills to make use of these platforms. Hydra Corvette’s, and Thanatos Medium Cruisers are not restricted to any one operation zone.


Flight Officer - Otherwise known as a “Lieutenant” - the Flight Officer is the common rank for all members. Flight Officers are members of Squadrons, confined to certain operation zones, as dictated by the squadron they serve in. Flight Officers will act as senior ranking officers in the presence of WO’s, assuming there is no higher ranking officer present.


Warrant Officer - Recently inducted into the Colonial Military - confined to a restricted operation zone, unless ordered by a higher ranking officer into another operations area. Warrant Officers are undergoing a 2 Week Evaluation, and assuming they pass that evaluation, they will be promoted. Approved for Nyx, Pytho, and Eros


Operation Zones

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The Colonial Republic operates in a number of Operation Zones. These zones are patrolled by Colonial Military Forces, hunting targets, or defending against threats. Within these operation zones, Colonial Military are under orders to find targets of opportunity, and destroy them. This includes ships as part of factions at war with the Colonial Republic, and unlawful targets such as pirates.

Operation Area One - Coronado and Cortez

Coronado represents the home-guard, yet mostly home to rear-line elements. These elements, at the request of House Bretonia, have been operating within the Cortez system, acting as a border protection force, and anti-piracy taskforce. It is currently the primary operating area of the 15th Pursuit Squadron.

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Based in and around the luxury world of Curacao, the pilots of the 15th have taken up the task of keeping Cortez free of pirate threats. With a reputation as rock stars, due to their laid back appearance, flaunting of grooming and wardrobe standards, and rumors of initiation rituals involving lots of alcohol - the 15th is either a joke to the whole military, or the hot-shot squadron everyone wants to join.



Operation Area Two - Bretonia

This area is limited to the Gallic Invasion Corridor - namely, Leeds, Edinburgh, and Lewis. Within this ZoI, the only targets in consideration are Gallic in origin. That is including both military and civilian units. The Colonial Military in this area is not under orders to engage unlawful forces unless in self-defense. It is currently the primary operating area of the 31st Strike Squadron.


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The 31st are relatively new, the squadron having been constituted after the exodus from Tau 44. Many of the 31st’s pilots were members of two other units, the 21st and 33rd, both of which suffered near total destruction covering the evacuation from the Tau Systems. Originally, unit members had trouble getting along with each other, having come from competing units - but the brotherhood of survivors eventually tied the squadron together. Operating in the Leeds Operation Zone, the 31st are filled with nothing but fierce resolve to destroy as many Gallics as possible for their squad mates that were lost.


Operation Area Three - The Tau Systems

This area is limited to the primary operating areas of Gallia, and the Outcasts - notably, Tau-37, Tau-39, Tau-29, Tau-23, and Orkney. Colonial Military is under orders to aggressively target all Gallic Military movements, any and all Gallic Corporation movements. Secondary is defending the IMG from depredation by the Outcasts. Colonial Military units will also make daring raids into Gallia itself, to cause havoc, terrorism, destroy shipping, and engage Gallic Military wherever they are found. It is currently the primary operating area of the 49th Strike Squadron.

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The 49th is a hardened fighter and bomber group, still based in the Tau Systems. The reputation of this unit is legend, having earned numerous unit citations for holding the line against the Maltese for years. Many of the pilots are lifers, who have given up the opportunity of settling down with family, and instead given over their lives to the cause. No unit in the Colonial Military so represents the fighting spirit of its people.


Special Operations - Sirius-Wide

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The unit known as the Rapiers exist apart and beyond the rank and file of the Colonial Military. A covert squadron under the direct control of the Colonial Intelligence Service - pilots will often gossip about knowing a guy, who knows someone who got inducted into the 17th, and turned into a completely different person. Rumors abound of dark conspiracies, and no pilot will ever admit to wanting to join the 17th. Yet, when the man in the suit and sunglasses appears in the squadron hall, everyone hopes he's gonna call their name.


Logistics - Sirius-Wide

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What would become known as the “Colonial Movers” started long ago, in the exodus from Crayter. While all ships had been given over to carrying the most precious of cargo - people - lots of smaller ships were given over to carrying the supplies needed for the journey. These freighters, built to haul routine goods between the planets of Crayter, did their best to carry what they could.

In Sirius, while Integral Systems Engineering became the premier transport corps for military logistics, and Conveyor Mining, Inc. transported valuable cargo, such as ore, many Colonial freighter skippers continued the jobs they had once held - keeping routine supplies moving between all the holdings of the Colonial Republic.

Today, the Colonial Republic calls upon its oldest and most able handed transport captains, bolstered by ranks of fresh young kids, flying transports until age permits them to join fighting units. This loose fraternity of transport skippers, both young and old, are the new atlas, balancing the economy of the Colonial Republic on its shoulders. It’s a dangerous galaxy, but like all true Colonials, these old sailors and bright-eyed youths take to the job with the same strength of spirit as their brothers, sisters, sons, and daughters in the military.

Colonial Shipyard

Fighters and Smaller Craft

Col lf.png
Eros
Light Fighter
Col vhf.png
Nyx
Very Heavy Fighter
Col bomber.png
Pytho
Bomber


Gunships and Capital Vessels

Col gs.png
Hydra
Gunboat
Col cruiser.png
Thanatos
Cruiser
Zephyr-s.png
Zephyr
Carrier


Transport Vessels

Col celestra.png
Celestra
Armed Transport
Col transport.png
Atlas
Transport



Diplomacy

Faction Relationship
The Council
Allied
Independent Mining Guild
Allied
Unione Corse
Friendly
Bretonia
Friendly
Temporary Autonomous Zoners
Friendly
Independent Neuralnet Division
Friendly
Faction Relationship
Mollys
Neutral
Liberty
Neutral
Sirius Coalition
Neutral
Zoners
Neutral
Junkers
Neutral
Lane Hackers
Unfriendly
Liberty Rogues
Unfriendly
Kusari
Unfriendly
Outcasts
Hostile
Gallia
At War