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Junker Marauders | JM|- - Printable Version

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Junker Marauders | JM|- - Junker Marauders - 03-02-2014

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Faction Name: Junker Marauders
Faction Tag: JM|-
Faction Anthem: We ambushed the Kusari Philharmonic Orchestra in Shikoku. Either they play us a tune, or they'd die. We liked what they played.
Faction ID: Junker
Faction IFF: Junker
Ship Naming: JM|-[Shipname]-[Squadname]
Example: JM|-Silver.Hound-[R]
Base of operations: Seasons Base



:::]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.






Lucky Independent Miners Guild Pilot Wrote:They came like phantoms underneath the shadows of the asteroid fields. I didn't pay much attention towards my radar, especially when these vessels showed up as having Junker transponders. Heh, Junkers. You wouldn't expect it, would you? You really wouldn't think that people such as them would be collecting scrap one minute, before firing SNACs at your ships hull as you desperately try to flee.
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.

[Goals]
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
    -Tighter control over Outcast and various other unlawful capital ships from Junker bases.
    -Enforce tighter control over unlawful docking permissions.
Tertiary Objectives:
  • Creation of Junker bases within the Borderworlds.


:::]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.


:::]Zone Of Influence

  • Primary:
  • Border Worlds
  • Independent Worlds
  • Kusari
  • Gallia
  • Secondary:
  • House Space
  • Tertiary:
  • Edge Worlds

The primary areas the Junker Marauders operate in are often stalked for piracy targets. They target various transports and extort them for their goods or credits.
The Secondary areas are the areas where the Junker Marauders haul their stolen loot into. The buyers of the cargo would not think that the cargo could have a nefarious origin. The Junker Marauders also smuggle contraband in and out of these areas of space.
Tertiary areas of space are not visited frequently by the Junker Marauders. If they are within those systems, it is often for highly secretive operations.


:::]Junker Marauders Squads


[Image: m9dUe7p.png]

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


[High Command]
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.

[Standard Ranks]
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, all weaponry, gunboats.

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.


:::]Membership




:::]Diplomacy


Allies
-


Friendly
  • 75th Mosquito Squadron - [75th]
  • Contari Lance - CL}
  • Sisters Of Light - \W/
  • Golden Chrysanthemums - [GC]
  • Junkers Congress - .:j:.
  • The Orbitals - [*O]
  • Gas Miners Guild - GMG|
  • Daumann Heavy Construction - DHC-
  • The Vagrant Raiders - VR-
  • Buro De Marinenachrichtendienst - BDM|


Friendly Neutral
  • Generic Outcasts
  • Vereinigte Widerstandsarmee - VWA|
  • Blood Dragons - WK
  • Lane Hackers - LH~
  • Kruger Minerals - Kruger|
  • Bounty Hunters Guild Core - BHG|Core-


Neutral
  • Universal Exports -[UX]
  • Union Corse - [UC]
  • House Unlawfuls
  • Bretonian Armed Forces
  • Bretonia Police Authority
  • Bretonian Intelligence Service
  • Liberty Navy
  • Liberty Security Force
  • Liberty Police Incorporated
  • Rheinland Federal Police
  • Rheinland Military
  • Zoners
  • House Corporations


Unfriendly
  • Kusari Naval Forces
  • Kusari State Police
  • Kempatai
  • Kusari Corporations
  • Gallic Junkers - <gj>
  • Gallic Royal Navy
  • Gallic Royal Police
  • Gallic Metal Service
  • EFL Oil & Machinery
  • Ile-de-France Shipping
  • ALG Waste Disposal - [ALG]
  • Hellfire Legion


Hostile
  • Independent Miners Guild - IMG|
  • Xenos - XA-
  • Hogosha - [|]
  • Nomads
  • Infested Forces



:::]Technology

  • Junker
  • Borderworlds
  • Golden Chrysanthemum (In limited amounts)
  • Any technology that can be stolen or pillaged. See: Marauder Annapurnas.
  • Civilian: Rheinland, Bretonia, Liberty and Generic/CTE

The Junker Marauders are very proficient with their use of technology. Often, their ships are built up from the ground or crafted from pieces of spare scrap and/or wrecks found floating with where they operate: either leftovers from battles fought long ago, or a freshly wrecked ship that has most likely come into that condition by the Junker Marauders themselves. The craftsmanship and flair they implement into their ships is akin to the typical love shown by the standard Junker for his or her own ship. However, the Marauders make the necessary modifications to help them further achieve their goals.

The Junker Marauders flaunt that they completely understand fixing, repairing, adjusting and refurbishing technology. However, this simply acts as a guise to build their own ego. In actuality, they are good at their craft as expected, however they're no gods with technology. As with anyone, they require the resources in order the fund their next technological 'breakthrough'. The Junker Marauders do leave their mark in what they make. Beyond the coldness of the metal that binds the products they make together, is the underlining sinister tenacity of determination.


[Image: WQuiL9W.png]


:::]Other Relevant Links

Junker Marauders Information Page
Junker Marauders Recruitment
Junker Marauders Reporting Channel
Razor's Edge Pub on Seasons Base - Watering Hole
Season Base - Our PoB
DiscoveryGC Wiki Page

We're on the Vagrant Raiders bounty board...
...And the [GC] Bounty Board, sponsered by the 101st...
...And finally, the Contari Lance Bounty Board

Our famously infamous stunt with IMG regarding muffins. Mmm.
Transmission to Order|
Transmission to the Junkers Congress - .:j:.
Transmission to the Golden Chrysanthemums
How we got our stolen Annapurnas
Transmission to the Watanabe Kazoku
Transmission to Daumann Heavy Construction - DHC- about a secretive partnership
Transmission to the Liberty Government, about legalizing Z-line for JM
To the Lane Hackers - LH~ - regarding cooperation and the 'Spyglass'
To the 75th regarding cooperation in smuggling
Our comm to U Exports, about their change of colours
Us investigating the owner of Danica Station
Our recent discussions with GMG regarding piracy terms
The Contari Lance looking to us for assistance with Universal Exports
JM buying a section on Freeport 14
A transmission from LH~ Regarding a business proposal
The 75th requesting if we could go and grab Bretonian engines for them
Reid/Robin asking JM if we could get them a Junker engine
An 'attempt' at conveying some sort of agreement with the Liberty Navy, so that we did not crumble alongside the Congress's Liberty relations
To Daumann Heavy Construction regarding Omega-9
The Underground Smugglers Guild asking for relations, for them to crumble during the transmission
George Masters looks into the reason for Yanagi's absence
JM asking for the Orbitals to indulge in more talks and cooperation
To the Sisters of Light regarding the usage of Blossoms. It was handled in-game.
After some in game roleplay, JM and the BHG|Core discuss possible business plans
JM sending a transmission to the Congress, after a suspected attack on a JM ship by a Congress ship
ALG sends a comm to both JM and the Congress regarding the DSE) corporate war.
Universal Exports and the Junker Marauders negotiate a deal: UX pays JM 200 million a month, and JM leaves them alone.
Soul Reaper/Dean Locksmith asks the JM to help in finding the drifting hull of a Hel Cruiser.
The Junker Marauders receiving a comm from the VWA asking for base supplies, weapons and information
A transmission from Taruko Ishibashi proposing a task for us.
A transmission from BDM| regarding a business proposal.
A transmission from Congressman Tim Finnegan
The Junker Marauders being contacted by the Congress regarding piracy within Humboldt
A request for the Marauders to use their expertise to look at a Hathor Gunboat
A communication to the GMG regarding leftover Silver Ore that they may accquire.
The Junker Marauders contact the Union Corse about business deals
The Junker Marauders contact the GC about allowing the use of some technology
The Junker Marauders working out a 'secret' deal with DHC
The Silver Hound sucessfully saves 40 Outcasts from the clutches of a Thanatos
A Comm to RFP| regarding an IMG| attack on JM
An example of us ratting out non-Junker smugglers; evidence of smuggling sent to Liberty Law Enforcement
The Junker Marauders reporting an attack by the IMG on a Congressman, to the Junkers Congress.
The Junker Marauders asking the Gas Miners Guild for information on the Artificial Intelligence Consensus
A Communication from Sarah McFarlen about plans for the Hel Pirate Cruiser and information about the Heimdall Red Hessian Gunship.
Aerelm contacts the Junker Msomethings about a business deal
A transmission from the Vagrant Raiders about transporting firearms.
A communication to the BHG about reviving our contracts with them
DHC asks JM to collect Magnetic Superconductors



:::]OORP[:::



So, who are the Junker Marauders really?[:::

I, Lythrilux, made the Junker Marauders because there's a obvious lack of advertisement for the unlawful and more darker side of the Junker roleplay. I recall when I first tried pirating on my indie Junker (called The Chronicler, heh) and I found a miner in Humboldt whom I convinced to give me some ore. After I plundered the goods from this unfortunate fellow, he instantly started accusing me of breaking my ID rules. I decided to give him a friendly ooRP message through PM, telling him that if he read my ID correctly, he could see I wasn't breaking any rules. His response was startling:
Confused pirate victim Wrote:You can't pirate me! The Congress don't pirate people, so no Junker can!
I had my cargo of ore, so I just ignored this guy and kept moving.
Though, what he said had actually stuck in my head. The Congress doesn't pirate people, I felt like this turned Junker RP into something very one-sided. Actually, before JM came around, you'd see a lot of Junkers doing trading. I'm not going to generalize and say they always did, but you didn't hear about Junker pirates often. Not a lot at all actually. The way I see it, there's two sides of the Junker Roleplay coin. You've got the Congress, who are official, who are the 'lawful' side of that coin. Before JM was created, there wasn't anyone to etch their presence on the other side of the coin.

I wanted to change that. We wanted to change that.

I created JM, based on the principle of more unlawful Junker RP. Sure, we still do smuggling and the like, but our main point is that we pirate. More so, we pirate in groups. If the Congress are going to be the more lawful-ish orientated Junkers, with a few pinches of smuggling in-between; the Junker Marauders would be the more unlawful-ish orientated Junkers, with a few pinches of lawfulness, but only for appearance, which is traditional with Junkers.

We've made this request because we want to not just etch, but to laser cut our way onto the other side of the 'Junker Roleplay Coin'. We want to be an iconic symbol for those wishing to play a Junker, and for those who when creating a Junker character, don't feel like they're shoehorned into following the more lawful-orientated pursuit of the Congress.

We want to make Junkers more diverse. We want to add diversity to the Junker roleplay. We want to prove that we're a competent faction that is ready to fill the boots of that role. We attempt to maintain a high standard of roleplay in our piracy encounters, trying to stand up as a rolemodel for a pirate faction.

Admins, feel free to pirate 500 million from JM|-Bank#1.

Post your comments, feedback, Junker rule34 and other various things like that.



RE: Junker Marauders | JM|- - Luke. - 03-02-2014

Sound write-up and stuff. CL} have interacted with you many times and though I doubted you lot at first, you've remained active and original.

Good luck.


RE: Junker Marauders | JM|- - Korny - 03-02-2014

nice write up, lyth-kun


RE: Junker Marauders | JM|- - t0l - 03-02-2014

Too soon.


RE: Junker Marauders | JM|- - Connor - 03-02-2014

(03-02-2014, 10:16 PM)Tal Wrote: Too soon.

Too soon? Really? I don't think it is. They deserve officialdom. Every rp encounter I have had with them and every fight I have had with them have always been good. Even the gank they've given us, they have been fun. I can't wait to encounter you guys more. Good luck guys


RE: Junker Marauders | JM|- - Enkidu - 03-02-2014

Got to hand it with you, you people know how to role-play.

Not something I'd expect to be saying to a bunch of trigger happy gankers Heart, now, get that official slot and prey you don't get the same lulzy admins who denied us.



RE: Junker Marauders | JM|- - HassLHoFF™ - 03-02-2014

Awesome presentation and backround !!!


RE: Junker Marauders | JM|- - Junker Marauders - 03-02-2014

Thank you all for your feedback! I'll be updating this with relevant stuff such as ranking changes.
-Kevin Winston promoted to Marauder

And that's all for now. The next three months will be enjoyable for both JM and the factions we interact with Big Grin
~Lyth


RE: Junker Marauders | JM|- - Kazinsal - 03-02-2014

Ya got my vote. <3


RE: Junker Marauders | JM|- - Jack_Henderson - 03-02-2014

I have had some very nice roleplay interaction and also pewing (e.g. as today the Tau23 rp, kudos!) and some not so nice interactions (like JM| joining a 4 vs 2 fight with 2 insta-killing Spazzy-type ships making it 6 vs 2).

Good luck in your request. I like the more aggressive type of Junker and I think what we got in the Taus via rp is the realistic state.

Perhaps, as a wish for the future, we could somehow try to get more fights that are even (roughly, let's be realists) and avoid situations in which one side finds it pointless to go on or even log on. That goes both sides, obviously, and I see potential for improvement on both sides.

Just on a side note, as JM players likely read this carefully: IMG's siriuswide JM bounty is getting reversed to just standard bounty zones. I don't like the oorp statement that siriuswide blanket bounties make and also the targets are meant to be combat/piracy craft in IMG ZoI and not really haulers somewhere in Liberty.

Anyway, good luck in your request.
You have my support and I hope you can make it.