It should be noted that this information is being posted primarily for safe keeping perposes and just to give a general overview of the faction for people unformiliar with it.
This document is subject to both minor changes, less then minor rewrites, and upto a compleet overhaul.
It should also be noted that the ZOI information is out of date and will be updated accordingly.
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The Consortium... the Transhuman arm of the Consortium Legion. A shadowy group who's origins, goals, and motives were shrouded in mystery. While overt Consortium activity has been reported for little over three years, new information coming to light is beginning to paint a new and darker image of what is much more then a mere Terrorist group...
The Roots of the modern Sirius Consortium have a long and winding history. Backdropped by exploration with the best of intentions, disaster, politics, and interstellar war beyond anything experienced by the denizens of Sirius.
Prehistory (2059 - 2147 AD)
The first beginnings of what would eventually become the now infamous 'Consortium' can be traced back well prior even to the War of Sol, and the great Exodus to Sirius. In the almost 100 years between the turbulent first half of the 21st century, and the apocalyptic war between the Coalition and Alliance, Earth experienced a golden age of relative peace. However, many nations, with the exceptions of Russia and Japan, had abandoned their space programs to concentrate on the problems of Global Recession and Depression, and Climate Change.
As these crises began to wane though, new opportunities arised. With few governments exploring beyond earth orbit, the rise of the Space Megacorperations was inevitable. With an Aerospace industry ready to mass produce the first generation of practical space vehicles, massive international financial support, and the deteriorating conditions on Earth, the colonization era of the solar system had begun.
Over the next three quarters of a Century, new milestones in human exploration would fall more rapidly then anyone could predict. The first permanent cities on the moon, the first men on Mars, the industrialization of the asteroid belt, the Europa affair, human expansion to the far corners of the solar system was in full swing. Many visionaries however looked beyond the confines of the solar system, to new horizons far beyond. The First-generation of sleeper ships, using newly developed FTL drives, were developed. The Gemini and Orion, destined for the Crayter sector, were the first. Departing in 2139, these would lay the foundation for the next adventure.
Merely months after the Crayter expedition was dispatched, a discovery near Jupiter would set the stage for the next era of exploration, and sew the seeds for the birth of the Consortium. What is now known as a Jump-hole was discovered near Io, it was quickly and intensely scrutinized, and ultimately, probes were dispatched through. They discovered the Jump Hole lead to the star known as Antares, and identified a previously undetected planet which was ultimately determined to be habitable for human colonization.
Based on the first Generation Colony Ships, a new sleeper ship, christened the Mayflower, was sent through the newly found Jumphole to Antares to establish a colony. However, as the massive colony ship entered the Jumphole, disaster struck. The sheer size of the vessel had a destabilizing effect, causing the jumphole to collapse behind it. Most feared the Mayflower lost, and it's crew dead. The massive public sorrow and anguish, while not a root cause of the Coalition/Alliance war that would follow, certainly contributed to the atmosphere of discontent and animosity which would fuel the conflict.
Foundation Era (2147 - 220 A.S.)
While the Jumphole did indeed collapse, the ship, Mayflower, survived unharmed. Now cut off from Earth and it's people, the colonists had no choice but to press on to their new surrogate home, Antares Prime. Fortunately, they had come prepared, the mayflower was capable of setting up a small city on it's own, and previous infrastructure had been established prior to it's deployment. The Colonists quickly took root on Antares, and began to gradually expand and explore their new home.
Twenty Five years later, the colonists were confronted with another crisis. A fleet of Alien ships, patrolling the fringes of a vast interstellar Empire, arrived in Antares to investigate the Jump hole collapse. They were surprised to find a previously unknown species, and confronted the unarmed Mayflower in orbit. Fortunately, the Aliens were not overtly belligerent, and the human colonists quickly developed a computer-translation bridge, and communications began. The Aliens agreed to help these settlers establish themselves, despite being far from the nearest fringes of their own territory. The colonists quickly began referring to this Empire as, the Consortium...
Soon afterward, the settlers officially founded the Antarean Republic and their law enforcement agency, the Rangers. Over the next four hundred years, the settlers expanded across their new world and the space surrounding it. Building new cities, industries, shipyards, planetary infrastructure, and beginning to colonize several nearby systems via the local Jumphole network. The Consortium, while distant, did provide significant technological and material support, and instructed the Settlers on many facets of Jump-Hole use and interstellar hazards.
Prosperity rained, as Antares' capital city grew into an urban metropolis, many of the descendants of the frontiersmen began to adopt a more cosmopolitan lifestyle, resembling early 21st century Earth, this was also the beginning of mass use of Cybernetics and Neurochip technology amongst the population, better adapting themselves to the harsh environment of their new home-world. Fringe worlds such as Ikitar, Bastonagrad, and Mistral Prime were themselves colonized, and mining outposts and some space cities and trading ports were built all across the sector.
However, the beginnings of crime and dissent began to appear around this time. Pirate groups like the Marauders, and the anarchist 'Columbus Movement' started to disturb the peace. Initially, the Rangers were more then sufficient to control these problems. Up until the Bastille Day indecent, in which the Columbians, assisted by the Marauders, attempted to overthrow the government, and raided numerous civilian and Ranger installations in a co-ordinated strike. While this was successfully repulsed, it gave sufficient Political leverage to more hawkish members of the Antarean High Senate to form a proper Military.
Industrialization and Imperialization (220 - 298 A.S.)
The Antarean Republic Space Navy and Army were founded to much protest from more pacifistic elements of the population, who disagreed with the escalation of violence, and sought to maintain peace. However, the Senate agreed that such measures were necessary, to protect against internal dissent and the possibility of hostile Alien invasion. The Consortium did make clear they were aware of hostile, nomadic species which would potentially threaten the small Republic if given the chance.
The Military quickly expanded with the backing of the great Industrial Cartels which had been founded shortly after landfall. Many in the opposition claimed fears of a growing Military-Industrial complex, and imperialization of the government. These included the Columbus movement (who following the Bastille Day incident, had renounced violence as a means of achieving their goals), Social Democrat parties, and much of the population of the fringe worlds of Bastonagrad and Ikitar (the latter despite heavy Marauder presence on the fringes). These dissenters were further galvanized when the military detonated it's first Nuclear Weapon in roughly 251 A.S. equivalent.
Indeed, a Military-Industrial complex was forming, a fact which the Senate found impossible to hide. Instead, they glorified it as another step toward further expansion. This was followed by the 'Mistral Prime Buildup', a period of massive industrial expansion on Mistral, the 2nd most populous Antarean world. On the fringe worlds of Bastonagrad and especially Ikitar, the popularity of the Columbus movement swelled, while on the core worlds, Government-friendly media began resembling propaganda. Mass Neurochip usage on the core worlds was also at an all time high, with many core-worlders supportive of the government. This began creating social rifts between more conservative elements who declared the government was becoming Imperialistic, and the population was becoming Hedonistic.
The Columbus movement was by this point, the largest and most Organized opposition entity. Despite their strict attitudes of non-violence, many knew that dark times were approaching. The Columbians began setting plans with other opposition leaders, the Bastonagrad and Iktarian governments, sympathetic citizens, Rangers, and military personnel, and even the Marauders. They made their preparations in secret, continuing to preach reason as the Government became more and more Erratic. In reality, all knew that it was irreversible, and only a matter of time before conflict erupted. The Columbians and their allies bought their time in secret, putting contingencies in place, waiting for the inevitable storm to break.
Civil War (298 - 302 A.S.)
The Spark which would ignite the Antarean Civil war was the sudden and abrupt announcement of the total disbanding of the Rangers, and it's replacement with the Military. Many Rangers had no idea of this until Antarean Officers entered their offices and informed them firsthand. In the days after the Announcement, massive protests and public outrage swept through the Republic. The Military responded by immediately taking Draconian measures to disperse the protests, and kill off anyone who did not comply. A massive lockdown was put in force, with numerous mass arrests and public executions shocking the public.
It was at this point that the first clash of the civil war took place. Anticipating that this day would come, the Columbians and their allies launched a desperate space and ground offensive to rescue as many sympathetic individuals as they could from Antares prime, managing to save half a million people (despite heavy casualties), as well as hijack the Mayflower from Antares Orbit. Using the Mayflower and a flotilla of other ships, the rag-tag fleet fled.
That same day, the governments of Bastonagrad and Ikitar declared secession from the Antarean Republic, and formed the Antarean Confederacy. The Rangers on these worlds, as well as Columbians, Marauders, and local Militias joined forces and took over the Antarean Military Garrisons and space forces. The joint Confederate military announced it's intention to protect the 'free worlds' and people of Antarean space from the new Empire, with the Mayflower as their symbolic flagship.
The Response came not from The Republic, but their alien Consortium allies. On week after the split, A small Consortium fleet assaulted Bastonagrad. The Battle was utterly one-sided, The Defense force, consisting of most of the former Republic Navy fleet, as well as Marauder and Ranger ships, equivalent to two Divisions of ships, were incapacitated by the Consortium's EMP weapons, and subsequently ripped apart. The Consortium fleet then turned to Bastonagrad itself, igniting the entire planet with Atmosphere Deprivation Weapons. All life upon the planet's surface was extinguished.
It was now clear that the Consortium was collaborating with, if not controlling the Antarean Government. On the core worlds, Antarean strategy changed from Propaganda to outright Mind Control. In the months following the Bastonagrad Massacre, the military began going house to house installing Neurochips into anyone who did not possess one, and reformatting those who did. The military went as far as to gas entire settlements with sleeping or paralyzing agents, and then assimilate the population afterward.
The Confederacy attempted several counter attacks, striking Imperial military facilities and attempting rescues of trapped citizens, but with only a few scattered victories. Joint Military/Consortium fleets responded, destroying or seizing any Confederate or Marauder bases and brutally suppressing any opposition, Moving inexorably closer to Ikitar. Realizing what happened to Bastonagrad, the Ikitar government decided evacuation was the only viable option. Minefields were placed around all entry points into the system, and fleets of ships, military and civilian alike, were made ready.
In 302 A.S., it happened. The combined Consortium/ASN fleet entered Ikitar system, shutting down the defenses and easily breaching the minefields. The Evacuation fleet, lead by the Mayflower, departed as soon as confirmation was made. Their destination, a Jumphole to an unknown sector on the Fringe of Antarean space. As the Mayflower's fleet fled, the rest of the Confederate Navy made one final stand. Again, like at Bastonagrad, they were shut down and wiped out. However, this time, the Antarean Military did not ignite the atmosphere, but launched a Land Invasion.
The battle of Ikitar lasted for little over three months, but in the end, the Antarean and Consortium forces were victorious. As for the Escape fleet, in a stroke of pure luck, the Mayflower, the last ship to pass through, destabilized this Jump-hole as well, cutting off it's pursuers... for a while.
Antarean Consortium (302 - 498 A.S.)
In the wake of the Antarean Civil War, the lines between the Consortium and Antarean Republic were erased. The Military began full integration of Alien technology, and Cybernetic Enslavement of the whole population. Scattered bands of surviving resistance went into hiding in the most desolate fringes of the new Empire, occasionally striking back. The rest of the population were subjected to mass re-education and re-engineering. While most retained some individuality and personality, they were utterly and mindlessly loyal to Antares.
This, as it turns out, was the Consortium's ultimate plan. Gradually enslave the population through Cybernetics and conditioning. With the close of the Antarean Civil War, this was done. Antarean Society suddenly and violently shifted. Government, Corporate, Military, and Civilian quickly disappeared as all four essentially became one. Civilian infrastructure, homes, monuments, parks, were quickly cannibalized and replaced by military logistics and factories. Nearly the entire surface of these Antarean worlds became covered in massive engines of industry, and the size of the military exploded to encompass fully half the population.
With no concern for concepts such as the environment nor preservation, Antares began to strip-mine it's systems bare, and aggressively expand into new territories. Construction of military and industrial space infrastructure skyrocketed, with Jump-Gates, factories, space-stations, science labs, and military bases appearing as quickly as they could be built. Over the next century The Antarean worlds themselves were stripped clean for any and all mineral or resource content. Even Bastonagrad, stripped of it's atmosphere, was re-colonized with hardened habitats and machines.
All of these resources that did not go to industrial expansion went directly to the Military. New ships were being built at a terrifying rate. With higher automation and robotics cutting down crew numbers for even the largest ships, allowing a much larger ratio of Ships to potential Crew members. Antares, now referred to as the Antarean Empire was fully part of the Consortium Overrace.
All this time, the Mayflower fleet and remnants of the Confederacy continued to flee. Managing to evade the Consortium hunter forces, they made their way far from what became of Antares. After several years of flight, with food and resources wearing thin, they happened across another Alien Race, a peaceful Insectoid species known as the Iashians.
Invasion Period (498 - Present)
The Desperate Antarean refugees were greeted with open arms by the Iashians, who, while not totally pacifistic and devoid of warfare, were largely altruistic to new Alien species. The Iashian civilization was far older then humanity's, having possessed space technology for at least twenty thousand years. The Iashian Queen and Hive-mothers were sympathetic to these humans, citing similar incidents in their distant past before the great unification.
The Confederacy were granted asylum on Iashian worlds, which fortunately, were similar to Tropical Regions of earth. Human communities quickly grew common in the border regions of the Iashian Union, and a few remote worlds were even given to the humans for their own development. As time went on, the Confederacy would re-establish itself, vowing to never allow yet another apocalypse such as that which befell Antares. The Iashians, while not believing Antares or the Consortium to be technologically or numerically sufficient to challenge them, did however increase security as a precaution, and send a few expeditions to attempt to contact and reason with the Antarean Empire.
The latter event proved catastrophic. The Antareans immediately disabled and captured the Iashian fleet, assimilated it's crew, and learned about Iashia's location, history, and the massive amount of population and Resources at it's disposal. The Antarean and Consortium militaries mobilized and assembled outside the borders of Iashian space.
125 years after the Mayflower fleet arrived in Iashia, the Antarean Consortium launched a massive invasion. By virtue of their surprise, numbers, and EMP technology, in the first weeks of the invasion, the Iashians were utterly helpless. Twenty worlds were overrun, including two Confederate ones. The human settlers vowed not to flee their new homes again, and the Confederacy unilaterally agreed to do whatever it took to protect the Iashians.
Quickly, the Confederate and Iashian militaries managed to create countermeasures to the Consortium's EMP weapons, and launched a series of counter-attacks. While these were met with some success, and the Iashians inflicted disproportionate casualties, the sheer numbers and ferocity of the invaders overwhelmed, and their blitzkrieg advance continued. As they marched forth, Iashian worlds were subjected to the same rapid industrialization and assimilation as Antarean ones, and the overrun Iashians subjected to the same Cybernetic Enslavement.
The slow but steady Antarean advance would continue for the next ten years, conquering fully a third of Iashian worlds, bringing the war to the Doorstep of Iashia itself. The Confederacy, still with the updated and militarized Mayflower as it's flagship, as well as a coalition of other Alien species and nations allied to Iashia put their resources into stopping the invasion. Gradually, this increased resistance, and the merciless depletion of the Antarean and Iashian worlds slowed the Offensive to a crawl. The Antareans had overstretched their supply lines, and were forced to settle back into a defensive position. The Iashian Alliance attempted to counter-attack, managing to take back a few of the forward systems, but ultimately proved unable to break the numerically and increasingly technologically superior Antarean fleet.
The war settled into a bloody stalemate, with attacks and counter-attacks raging on to this day. The Antarean forces, while still vastly superior to the all of the Iashian alliance's constituents on paper, were running out of raw materials to build new ships, having stripped most worlds behind them bare. This gave Iashia precious time to gather her own strength, and bring more allies into the fight. To continue to press it's attack and finish off Iashia, and move beyond, Antares would need to open a second front, and gather more resources.
Invasion of Sirius (500 - 630 A.S)
Even before the Iashian war, the Antareans had made preparations for a return to Earth... as Conquerors. However, it's sheer distance at more then 600 light years distant made that a challenge. Using Consortium FTL drives, it would take almost 60 years for any ship to arrive. Rather then send a fleet, they dispatched a number of robotic ships and probes to reconnoiter and gather intelligence. These Probes arrived six decades later to find the Aftermath of the War of Sol, and the Nomad Intervention. The Sol system had been destroyed, and humanity had fled.
However, not all was lost. The probes recovered a few still-functional ships and artifacts, their crews long dead of starvation, as well as comm echos from hundreds of years prior. These indicated that at least some humans DID survive. The data sent back to Antares, after months of travel, confirmed the existence of the Alliance's sleeper ships, and their vector toward the Sirius Sector.
A second wave of probes was dispatched. 500 light years to the Sirius System. These probes began their routine of scanning the systems, identifying planets, nations, people, confirming that Sirius was indeed Humanity's new home. Still, however, the sheer distance involved, as well as the onset of the Iashian war, meant that sending a whole fleet to Sirius was impractical. Plus, the time that would take could give Sirius time to advance to a point where it could potentially defend itself.
The solution was to dispatch a single ship via FTL drives, and highly-trained infiltrators in cryostasis, to go to Sirius and blend with the population. Attempt to gather intelligence and sabotage, and ultimately build a jump-gate to Antares, cutting the transit time from decades to mere seconds. Then, the Antarean fleet would be free to invade and conquer Sirius, giving itself the population and material boost it needed to finally complete the Iashian conquest.
The ship selected to ferry the infiltrators was a nondescript Stealth Battleship, AISN#-19511-E, which would ultimately become known as the Morningstar. The warship was not intended for direct combat, but modified into a sleeper ship and mobile command centre for operations in Sirius. It's stealth characteristics, powerful armament, and internal hangar space would come in handy. Some of it's combat prowess however, was sacrificed to make room for Cyro-cells, on-board refineries and molecular foundries, and other hardware which would be necessary for any Gate Construction, should Sirius' offerings be insufficient to reach Antares.
The Morningstar's journey from Antares Prime to Sirius took close to a century. Finally, in 620 A.S., the Morningstar arrived on the fringes of the Edge Nebula, and it's crew awoke. The next ten years were primarily spent conducting threat assessment, gathering intelligence on Sirius' factions, and assimilating the first few personnel from all houses to act as their eyes and ears. The Morningstar and Antareans remained well out of sight, yet had completed their initial insertion perfectly. It is likely from these first Augmentees that the term 'Consortium' was used to describe the organization, rather then as 'Antareans'.
Pre-Nomad war (630 - 799 A.S.)
Prior to the Nomad War, the Consortium quietly continued their study, acquisition, and preparations for construction of a gate. The latter objective, however, was unfortunately delayed. The infiltrators discovered that most human Jumpgates lacked anywhere near sufficient range to re-connect to Antares. However, all of the pieces were in place for these gates to be sufficiently re-engineered to be viable. The main issue at had was acquisition. The Sirius Consortium began working their way toward this end, beginning to insert agents into corporations across Sirius, especially in Liberty.
By 738 A.S., the Consortium's sights were set squarely on Ageria technologies. One Consortium agent, a mister Allen Kent, was poised to take position as Ageria's trade-secretary. This would allow shipments of gate parts to be siphoned to the Consortium's construction project. Unfortunately, fate would intervene. Worker's strikes and unionization gone wrong would lead to the formation of the Lane Hackers. Kent was shot and killed during one particularly violent worker Riot, and the Consortium's plans were set back significantly.
A second opportunity however, arose shortly thereafter, Samura's Chugoku gate construction site. The Consortium went to great lengths to begin inserting it's agents into DSE, Samura, and the Hogosha in an attempt to gain access (and eventual control) over the gate. However, the Consortium suffered many of the same setbacks as Samura proper. Blood Dragon raids killed several operatives, and the accompanying KNF security presence made it difficult to redirect Gate parts. The chosen solution was to simply have the Chugoku gate completed were it was, and subsequently capture, modify, and redirect it.
This plan, however, was simply out of the Consortium's reach at the time. While the Morningstar could easily destroy the Battleship Matsumoto, doing so would compromise the Consortium's secrecy, and by extension, jeopardize the operation. Alternative plans were purposed, but fate would once again intervene.
Nomad War and Aftermath (799 - 815 A.S.)
The Paradigm shift in Sirius Consortium policy came in 799 A.S., when the Nomad war broke out. They, like everyone else in Sirius, were caught by surprise. Consortium covert agents began to batten down the hatches, while others (those in a position to to so) attempted to bring in Infested specimens for study. However, the Consortium agents were too few and far between to have any major impact on the war.
The Morningstar itself was involved in several skirmishes with the Nomads in Omicron Delta and Kappa toward the end of the war, while attempting to relocate itself to a secure location. This was a further setback, as the original Gate construction site, despite being only a small fraction of a percent complete, was abandoned. As the situation deteriorated, the Consortium considered breaking their undercover status to openly assist Sirius' factions against the Nomads. However, the war ended before this took place.
In the aftermath, a number of Consortium agents were dead, including most of those involved in the Chugoku Gate construction site. In the Chaos that followed, most of the remaining operatives were de-activated or recalled to the Morningstar, to avoid the Order or anyone else detecting them during Nomad-Screening. Over the next few months, the operatives slowly re-deployed into the world. By this point though, many of the earlier operatives had died of natural causes, and the survivors realized that they would need a single leader to consolidate and co-ordinate operations if they were to continue into the long-term. Covert ops personnel began searching and assimilating prospective, but one man stood out in particular...
Ironwatsas, formerly an independent Mercenary was detected by Consortium Agents inside the Hogosha. He was eventually contacted, hired, and performed several jobs for the Hogosha. While Watsas' proved extremely proficient, and highly promising when placed in a command position over other Mercenaries, the Consortium agent on whom's payroll Watsas was working was discovered by the Hogosha. While not knowing anything about the Consortium, they did realize this man was funneling money to some outside entity. The Agent was sent to prison, but not killed outright (as he was scheduled to be Interrogated), and Watsas kept on Hogosha payroll temporarily. Eventually though, Watsas too was arrested (with the intent that he was to be made to think he had been betrayed, and that he would kill the Consortium agent himself in Prison).
Infact, Watsas did not attempt this, he realized that the Hogosha sent him to prison deliberately, and learned that the Hogosha agent was certainly not who he claimed to be. The two had made plans to attempt to escape, but fate would once again intervene. A Golden Chrysanthemum operation was launched against the Prison in which Watsas was held, he along with many other prisoners were rescued and taken to Ainu. During his time among the Golden Chrysanthemums, Watsas became sympathetic toward their goals, and grateful for their rescue. It was also here that Watsas briefly met a miss Zetsumai Keisotsu. Their time together was brief, but the two reached an understanding. Zetsumai gave Watsas a new ship, and allowed him to leave. Watsas vowed to return after his affairs were in order to assist the GC and get Revenge on the Hogosha.
Watsas made his way to Planet Harris, to contact some acquaintances in Planetform and Bretonia. Unfortunately, this coincided with the KNF's push into the system. During one raid, Watsas was caught in a bombing raid, and nearly killed when his ship was blown up on the landing pad. Details after this point are sketchy, but the Consortium quickly stepped in, recovered Watsas' body, and took him to the Morningstar in Stasis. There, his consciousness was transferred to a new Cybernetic body, and his perception altered in preparation for him becoming the Consortium's new Leader.
Transition Period (815 - 817 A.S.)
The newly augmented Watsas initially wasn't immediately accepted as leader. Over the next several months, he went on a number of operations to familiarize himself, and prove his command capability. Most of these operations were covert, with Watsas disguised as a Mercenary. Such operations included the 'Junker Air' incident, in which Watsas assisted several renegade Junkers in establishing a makeshift passenger line. Following this, Watsas was active in Rheinland attached to another Consortium cell active inside the Rheinland Military. Attempting to sell prototype RM ships, including Wrath class heavy fighters, to the RHA. This operation, unfortunately, was uncovered by the BDM, and many Consortium operatives were compromised and killed or arrested. Watsas, however, managed to escape with a transport ship containing a number of disassembled Wraith class fighters. He and his ties to the Consortium have not been identified up to this point.
Following this incident, Watsas made use of several of the Wraiths as his personal ship of choice during the next phase of Consortium Operation. By this point, Watsas had officially been granted the title of Overwatch-Industrialist, and was given control over the Consortium's agents and controlled ships. Immediately after his 'promotion', Watsas called a meeting with the Ranking members of the Consortium, pitching forth his own strategy for the entire Sirius theatre... a paradigm shift in perception away from mere Covert Operations. This would be the turning point, the Consortium would begin to mobilize, gather strength, and transition from a loose affiliation of covert operatives, into a Paramilitary. Their new objective, install a client state in one of Sirius' houses, use that both to leverage the rest of humanity, and grant resources to construct a gate back to Antares.
It was an extremely bold plan, too bold for many of the more Regimented agents. A few actively resisted Watsas, and attempted to replace him. Watsas however, was not completely trusting, nor was he utterly under the Antarean Consortium's control... this lead to 'Operation Defrag', in which several of the opposition leaders were executed or re-conditioned. Once Watsas knew his control was complete, and the remaining agents supported him, he began putting his plans in motion. The first stage was to set up a base of operations, far enough away from Sirius as not to be noticed by the Houses. The Morningstar set out for the Epsilon Eridani system, with the intent to use it's on-board molecular foundries and mining drones to begin constructing a military-complex to support the Sirius Consortium.
Watsas himself, meanwhile, as well as his Blackwatch shock units began adapting Consortium Augmentation methods to mass-production of memory-erased cyborg soldiers. A small laborotory was built in the Wreckage of the RNC Kassel, in the Sigma-13 system, safely hidden from prying eyes by the volitile gas pockets. The first Victims of the Consortium's "Project Olympus" were the crew of the Kusari Destroyer, the IKN Yukikaze, including it's captain, Ichiro Daisuke. As the first to be Augmented, and the prototype, Ichiro was placed under Watsas' direct observation, quickly becoming his right-hand man. However, Steve did retain a significant fraction of his personality and freedom, despite some memory modification. Subsequent generations of soldiers were more strictly controlled. While Project Olympus continued, largely under Steve's watch, and that of Blackwatch leader, James Dacker, Ironwatsas went to Kusari to commence the second-phase of Consortium operations.
Kusari was chosen as the Consortium's first target of choice for a number of reasons. As the most powerful and militarily aggressive house (at the time), Kusari was also nicely bent-over militarily, due to the Tau-conflict. The Consortium would attempt to gain alliance with the better known unlawful parties, the Golden Chrysanthemums and Blood Dragons. Watsas initially sought out the GC, and his old acquaintance, Zetsumai Keisotsu. However, Zetsumai proved difficult to locate, though Watsas quickly gained the Sisterhood's trust after personally intervening in several Key battles with the Farmers Alliance and Hogosha. For several months, Watsas continued to work for the GC as an unpaid Mercenary, gradually becoming more and more well known, on both sides. Watsas however, adopted an unorthodox counter-intelligence strategy, often, when not in combat, acting like what can best be described as a 'complete loon', and often creating 'humorous' situations (such as attempting to give rapidly breeding 'Lizard Cats' to the AFA in an attempt to infest their base). Most of Watsas' Kusari adversaries did not take him seriously, nor did they suspect that he was anything more then a crazed robot.
This all began to change after what became known as the 'Morioka Incident'. In which, Watsas participated in the recovery of a GC pilot, Enya Shinkaku, as well as an undercover agent of the LSF, Evangeline Knight. After escaping AFA forces with the assistance of the GC, Watsas re-encountered Zetsumai Keisotsu. Details of what happened next are sketchy, but Watsas and Zetsumai agreed to mutually assist one another in removing the Kusari Empire and replacing it with a Client State. It was also during this incident that a Consortium covert AI, Siren.1-7 (casually referred to as 'Kathryn') was activated and began to assist Watsas. The following months also saw the integration of Keiko 'Eskaluur' Tanizaki, and Zio Internecine. With the pieces beginning to come together, and the Consortium becoming larger and more organized, the modern phase of the Consortium came into being.
The Dark Harvest (816 A.S. - Present Day)
Over the next several weeks and months, as Project Olympus began to expand, and new Consortium warships began to come online. The rapid expansion period was well underway. Zio Internecine was by this point, assigned as Augmentation director (merging Project Olympus into his own research), and 'Steve' being given command of the \CS\-Abyss, as well as the true emergence of separate Airwatch, Blackwatch, Logistics, and other Consortium divisions, and Arms deals with the Outcasts via the GC. This lead to the acquisition of a large number of Outcast-designed ships and new vehicles and devices. As well, the Consortium had acquired several Prison-Liner hulls which were converted into light warships. This began a more dangerous phase of Consortium operations, independent armed incursions into Kusari core sectors, and more disturbing, mass abductions of both military and Civilain personnel.
The Consortium's undercover status began to wane, as factions began to become more aware. After several intense battles with a number of Mercenaries and Bounty Hunters, as well as the AFA, KNF, and Hogosha, media attention began to mount. The threat of a new, and seemingly well organized unlawful organization in addition to the Dragons and GC was not a prospect which Kusari could not allow to fester. Via media manipulation, the Consortium were downplayed as little more then Outcasts, or more GC or Dragons. However, most in the ranking KNF structure were aware that the Consortium were much more then simple Outcasts. Ironically though, it was the Farmers' Alliance who had the most detailed intelligence, most commonly encountering Airwatch warships.
Consortium activities began to expand, key incidents including the Consortium-Bretonia alliance, the attempt to capture the Planetary Governor of Kyushu, and the Botched attempt at diplomacy with the Lane Hackers. The latter incident was (possibly deliberately) disrupted due to Watsas' extremely heavy-handed approach at the time. Since then, no further attempts have been made to expand into Liberty.
A Minor setback came when the first signs of a new threat began to emerge, Aoi Iseijin. The first signs of activity came when Rheinlandic Wilde were sighted near Tohoku, possibly attempting to re-establish communication with their Kusarian brethren. Not taking any chances, the Consortium intervened. Unfortunately, the Order were close behind, with the intent to remove the Wilde permanently. The Consortium, not wanting any witnesses, destroyed the Order ships. Unfortunately, combat camera images, and records of communications WERE leaked, which indicated an attempt at a ceasefire with the Wilde, resulting in a rift between the GC and Consortium. Some within the GC were, however, more supportive of the Consortium, while others were quick to take the opportunity to cast them out. Watsas himself intervened, quickly closing the rift.
Meanwhile, the Wilde had already attacked GC forces, prompting an aggressive Consortium response. What became known as Operation Cataphoria. While strategically inconclusive, the Consortium won most Tactical engagements (save one with a Keeper tentacle cruiser, in which the flagship of the Airwatch reaction force, the Darak.Ti, was damaged and forced to retreat). Never the less, Airwatch forces were largely successful in containing the (at the time, small) Exogen Breach, and repairing the diplomatic rifts with the GC.
Over the next few months, the Consortium returned their attention to Kusari proper. In response to several Hogosha raids into Okinawa, the Consortium quietly began communication with the Gas Miners' Guild. The Guild's control over most of Sirius' H-fuel reserves, as well as the situation between them and Samura made a Consortium intervention almost certain. Again, details on GMG-\CS\ interaction are largely unknown, but Airwatch ships have been largely ignoring GMG trade ships when conducting commerce interdiction, and have been extremely effective in tactical engagements against the Hogosha.
Following a high-profile raid on Fuchu Prison, and a more recent campaign of orbitally-inserted robotic artillery turrets on Kyushu, the Consortium is becoming more and more severe a threat to Kusari security, moreso in the wake of Kusari's practical declaration of war on the Junkers. The Consortium's main limiting factor is it's logistical capacity, or lack therof. Lacking any Bases, Factories, or Planets (yet known), the Consortium is still dependent on outside factions for much of it's manufacturing and materials capability. The Junkers would make ideal allies, given their underworld ties, vendetta with Kusari, and their manufacturing capability. As well, the Consortium are gradually becoming closer to the newest factions of the resurgent Blood Dragons, and Airwatch logistics ships have now been seen regularly supplying Dragon controlled territories.
Ironwatsas is no longer on the front lines, having withdrawn to oversee the Morningstar, and the Epsilon Eridani expedition, still however, he commands the Consortium. It's machines, artificial intelligences, and augmented men, women, and indeed, children. He however, has steered the Consortium in Sirius dramatically away from their original objective. Despite the Consortium's newfound power, military capability, and connections, no attempt has been made to complete the Antares Jump gate. Now, perhaps, Watsas has broken from the Sirius Consortium's original directive. Rather then open the door for a belligerent alien race to consume the Sirius sector, the Sirius arm of the Consortium will try to control it on it's own.
The Modern-day Sirius Consortium functions like a military-styled insurgency, with a significant logistical backbone and a highly decentralized network of Coordinator AI's, personnel, and covert operatives. Compared to it's main enemies (and most of the established Kusari factions), the Consortium have very small numbers, less then 200,000 personnel overall (though this number is constantly increasing). Because of the massive force ratio in their enemy's favor, even despite the bulk of the Kusari Military being deployed in the Tau systems, the Consortium must use other means to gain an advantage.
If the Blood Dragons are the stoic and masterful warriors, and the Golden Chrysanthemums are the populist faction, then the Consortium complete the Triad with advanced technology and networked co-ordination. By means of their Cybernetic nature, they are capable of rapid communication, not only between individual troops, but with co-ordinator AI's, robotic war machines, and sensor networks.
Awareness, knowing where and how to strike, is main reason for the Consortium's success thus far. Between covert operatives, reconnaissance probes and platforms, and interrogation and assimilation of captured personnel, Consortium forces have been able to thrive in the Kusarian environment. The Consortium's success is by no means simple superiority in weaponry or technology, but a fusion of man, machine, and information to a particular goal.
Surgical Strikes, Commerce interdiction, and often counter-intelligence and PSIOPS are the main means by which the Consortium operate. Old fashioned 'take and hold' style strategies are simply untenable and impractical, given the Consortium's relatively low numbers and amount of hardware. Any spot-invasions are usually temporary affairs designed to deal a blow against a particular target, and be conducted before overwhelming forces can be arrayed in response.
The Consortium's primary objectives are more complex then meets' the eye. While many would think control of Kusari, if not all of Sirius is the intent, the truth is much less linear. The current conflict in Kusari is merely a means to an end.
The List of objectives in assumed Chronological order are.
Continue to expand and grow, and establish new infrastructure
Begin to insert more covert operatives into the population to sew dissent and create social rifts
Keep the conflict in the Taus going as long as possible, this will distract the Kusari military
Damage the Kusari economy and industry by means of strikes on transports and infrastructure
Destroy, Pacify, or Assimilate any organized crime syndicate, ultranationalist group, or sympathetic government allied to Kusari
Damage the military directly through destruction of infrastructure and difficult-to-replace field units and personnel
Gradually divide and pacify or control the military, corporations, and gain public support (or at least eliminate public support as a factor for the government)
When the military is sufficiently weakened, begin invasions for territory and population control, and direct destruction of the government
Install a Consortium-run or Consortium-allied state over Kusari
Use the remaining military infrastructure, population, and natural resources of Kusari to begin exercising hegemony over neighboring houses, or securing said houses' aid diplomatically
Removal of Exogen (Alien) presence from human-occupied areas
Gradually secure imposed control over other houses, by indirect means preferably, to ensure the status quo beyond Kusari remains as-is, and to ensure no further Exogens can intervene
Beyond this plan for Kusari, little is known. The Original motives of enforcing Antarean Hegemony to support their war with Iashia seem to have evaporated following Watsas' takeover. It might be assumed that Watsas and the Consortium are actually trying to prevent the conquest of Sirius by hostile aliens (such as the Nomads), and attempting to stabilize humanity's political divisions through accumulating a sufficiently powerful hegemony to politically, and if necessary, militarily, block aggression between the houses.
Of course, this remains open to speculation.
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In the Short Term, Consortium operations seem mainly focused around disrupting the Kusari economy and military, through surgical strikes, support of the Blood Dragons and Golden Chrysanthemums (and to some extent, Bretonia), and covert operations designed to fracture relations and create rifts between groups such as the great Kusari Keiretsu, Hogosha, Farmers' Alliance, and Corsairs.
In the case of the latter, the Consortium are up against the long-standing rivalry between Samura, Kishiro, and the Gas Miners' Guild. While the Consortium often attack Samura and Kishiro indifferently, a unique situation with the GMG has emerged, with the Consortium providing at least some indirect assistance against Hogosha incursions into Okinawa, as well as sparing GMG transport ships. Weather the GMG reciprocate these 'good intentions' and in what capacity is again, unknown.
With the Consortium's better known allies, the GC and Blood Dragons, the lines are more clearly drawn. The GC were one of the first allies the Consortium secured in Kusari, and the alliance has strengthened with the waging of numerous joint battles against the factions' mutual enemies. The Blood Dragons have always been more reserved and suspicious toward the Consortium, given their natural distrust for foreigners, let alone ones which cannot be considered fully 'human'. Like the GC however, the Dragons and Consortium have earned one another's trust through engagement after engagement with the military forces of Kusari. Despite this however, elements within both factions still possess varying degrees of distrust and suspicion toward their strange, new allies.
As important as pressuring the defenders of Kusari, and preying on their seemingly petty divisions, the Consortium is also constantly attempting to improve itself. While possessing a few examples of advanced technology brought from Antares or Built themselves, most of the Consortium's hardware is for practical reasons, based on 'off the shelf' technology. This is simply because many of Antares' more exotic technologies and advanced weapons cannot be easily replicated with the resources available to the Consortium (if at all). Humanity's offerings however, are more then sufficient with some modification.
The Consortium, from a technological perspective, are among the most formidable factions in Kusari, rivaling even the Naval Forces themselves. This is not necessarily due to the sophistication of their individual weapon systems and devices, but the means by which they are integrated together.
The Doctrine of Network Centric Warfare is emphasized to an extreme degree among the Consortium. Nearly all Consortium soldiers are heavily Cybernetically augmented to varying degrees. The main advantages of this are practical mind control, and the ability for Consortium soldiers to communicate directly with Ships and Vehicles, Other Consortium Soldiers, Coordinator Artificial Intelligences, and other Machines. This also allows commanders to send data to soldiers in the field, as well as dynamic linking between platforms, personnel, and other systems like sensors and robotic machines.
This level of streamlining is accomplished through several Co-ordinator Artificial Intelligences. These AIs are decentralized, sentient, and capable of connecting to almost any Consortium soldier, vehicle, computer system, or other platform. These AIs are heavily based on human consciousnesses, complete with the closest approximations to emotion. This is a mechanism primarily install a sense of 'care' and 'duty' into the Intelligence, minimizing the chance for it to potentially see it's overseers as unnecessary and go rogue. As well, due to the largely custom software and numerous security systems, it is highly difficult for even the best hackers or non-Consortium AI's to attempt to directly and maliciously attempt to damage the AI systems.
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The Consortium space fleet (referred to as 'Airwatch') maintains a full spectrum of fighters, warships, and logistics vessels to fill it's various needs. Of these, all but the Morningstar itself are Sirius-built vessels (often with extensive modification) either purchased from other factions, captured and converted, or in some cases replicated and built by the Consortium themselves.
Below is a list of Consortium Airwatch shiptypes used in the Sirius theatre of operations. Including details of their employment and modifications made to the original airframes.
[color=#FFFFFF]-Strike Craft-
The Primary arm of Airwatch Force Projection capability, combat ships, manned or unmanned, below what is deemed 'Frigate' class by tonnage (this definition is also variable based on a ship's role). Most Airwatch strike craft are manned by cybernetically augmented pilots, given superior reaction time and decision making compared to DCU hardware.
Most Consortium strike craft are, for practical purposes, re-engineered versions of Sirius-designed ships and built with as much 'off the shelf' technology as possible for ease of maintenance. Some examples of Consortium native engineering (mainly to do with improved manufacturing techniques and human-ship computer interface, as well as stealth technology) are integrated. Though not as extensively as on larger ships.
The following is a list of currently active or likely-to-be-acquired Airwatch ships.
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Type-81 ACH
Callname: Series-Z 'Sabre'
Role: Space Superiority
This shipclass and it's derivatives are commonly used by all manner of individuals in Sirius. And the hull's availability, adaptability, and tactical prowess were it's primary appeals to the Airwatch inventory. As well as it's ability to 'blend in' with other traffic, and potential capacity for growth. However, the design would need extensive modification for it to be compatible with Airwatch doctrane.
The Type-81's power systems were switched from a single fusion reactor to a pair of smaller CX reactors, which provide roughly the same power output in normal operation, but have the benefit of redundancy. The Ship's cockpit was heavily re-engineered with Airwatch Neural Interface equipment, and holo-display systems. As well, accommodations were made for easy conversion to accept a Drone Controller if required (by removal of the pilot's station and installation of the DCU module and Sensor device, replacing the cockpit canopy.
The existing engines in the baseline model proved inefficient due to high emissions versus fuel consumption. Replacement with re-engineered models served to both decrease the temperature output and emissions, and allow the engines to run on both conventional H-Fuel, and Cardamine-Imulsion with no modification beyond switching settings on the burners and injector nozzles, which can be done in flight while the engine is functioning.
Finally, the Type-81 has been equipped with Active Stealth systems. While a true Cloaking device is beyond capacity currently, the combination of Wave-blackout systems, reconfigurable ECM/ECCM pods, deployable ELINT microdrones, Laser Blinders, Spoofer Flares, and Light Emitter pods can create a similar effect, blinding most sensor systems (with the exception of those which match the ship's mass against the background of space, but this isn't generally a factor given the ship's small size).
While the Type-81 remains the general purpose attach fighter of Airwatch fleets, it has two main flaws which limit it's effectiveness. 1: The ship's design is not conductive to Atmospheric Flight and Maneuvering, 2: the ship's sensor signature requires much more effort to mask then other ships.
The Type-89 class was adopted in small numbers by Blackwatch units and infiltrators primarily for transportation with self defense capability. More recently, Airwatch forces have begun adopting these ships and modifying them to fill the role of Stealth Raiders and atmospheric fighters, an environment wherein they are vastly superior to the Type-81s in Airwatch service.
It possesses a very similar combined active stealth system to the Type-81, but the Type-89's hull design makes the system much more efficient, due to the smaller cross section and limited reflectivity to laser-based sensors.
For atmospheric flight, the Type-89 has been equipped with external munitions stores (including freefall guided bombs, air to air missiles, surface scanning radars, and ballistic gunpods). Due to the fact that space shields are much less effective due to atmospheric scattering, they do not offer complete protection from projectiles. The Type-89 has the option of equipping reactive armor and ceramic tiles to mitigate the effects of these weapons.
As well, Directed Energy weapons common in space flight, also suffer from 'blooming' or 'scattering' due to the density of air molecules. The Type-89 was designed with a pair of dorsal mounts, which Airwatch forces have fitted with a pair of repeating KEWs. Which, while ineffective in space, are devastating against atmospheric and surface targets. However, their topside location makes them difficult to train on surface targets. One tactic is to temporarily fly the ship inverted, though this can cause disorientation for the pilot or expose the top of the ship to ground fire.
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Type-72 ACM
Callname: Series QX Switchblade
Role: Fighter/Interceptor
A derivative of the Type-81, the Type-72 was intended as a lower-end export model, but has a few advantages which make it useful. The Type-72 has a somewhat lower mass then it's larger cousin due to the removal of wing connecting spars, but at the cost of structural integrity. In Airwatch use, Type-72s are deployed mainly as a supporting wing or in situations where a compromise between the Type-81 and Type-55 are needed.
Type-72s are also more dependent on numbers to offset their slightly lower damage potential, whereas Type-81s are often known to inflict disproportional casualties alone. In most cases though, the use of the Type-72 and Type-81 are subject to pilot preference, as both ships can perform essentially the same tasks.
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Type-44 ACE
Callname: CTE HF Kingfisher
Role: Recon/Electronic Support
Versions of this ship were aquired for evaluation purposes, but proved woefully inadequate as front-line tactical fighters, even despite modifications made to their power systems. Rather then scrap them, however, most Type-44s in Consortium service received a significant redesign to fit the niche of Tactical reconnaissance and support, while still retaining some defensive capability.
The Type-44's main advantages in this role were it's lower sensor profile, powerful engine array (even before Consortium modification), and forward hull design being an ideal mount location for internal sensor hardware. The baseline model's power core has been replaced to power the sensor array and ELINT hardware, and the engines have been refined to give the Type-44 extreme acceleration to escape intercept.
Due to the often long duration of Type-44 patrols, and the inherent danger of their missions deep into enemy territory, they are usually flown autonomously via DCU hardware. Beyond long range strategic reconnaissance, Type-44s may be attached to other Airwatch forces to provide valuable sensor cover and electronic warfare support.
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Type-55 ACL
Callname: Series CX Scimitar
Role: Light Interceptor/Swarmer
Another derivative of the Type-81, the Type-55 is optimized for maneuverability and cost effectiveness. The removal of the entire lower drive pylon lowers the mass of the basic frame significantly decreases the ship's profile, mass, and sensor cross section. However, this comes at the cost of firepower (due to the loss of the hardpoints on the ship's lower wing) and to some extent, armor (as some the ship's heavy external armor layering was removed to compensate for the loss of the second engine).
Another side benefit was the change in mass made a much lower surface area for conducting atmospheric flight. The Type-55 is much more commonly used in that role then the larger models for this reason, though Type-55's require significant modification to make them airworthy (addition of small tailfins, winglets, and flight control surfaces, under the sublcass of Type-55C).
In atmospheric flight roles, they are typically used as air superiority fighters, having lower mass and superior agility to the Type-89. However, Type-55C's are almost always flown by DCU's and without inertial dampers, lowering their mass and freeing up their power grid to the point where they are comparable to purpose built atmospheric fighters.
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Type-121 ACB
Callname: Series ZX Falcata
Role: Dedicated Bomber
Purchased from the Outcasts through mutual deals with the GC, the Consortium has a number of ships designated 'Type-121' in their inventory. These ships fulfill much the same role in Airwatch fleets as they do in Outcast ones, Destruction of enemy warships and hardened targets. In this tasking, they are usually deployed as part of a combined arms strike force, due to tactical inflexibility and lack of maneuverability. Despite this, they fufill an essential role as Artillery for Strikecraft wings, and commerce raiders, and even capital ship flotillas.
While they possess the same stealth systems as contemporary Airwatch vessels, their profile and mass render these less effective then on other ships. As well, they are highly vulnerable to almost any enemy strikecraft. Due to the cost of their weapon systems and limited tactical flexibility, they are almost never seen unescorted.
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Type-111 HAC
Callname: KS-1093 Mafic
Role: Assault Bomber/Strike (potentially)
While currently not in service with Airwatch forces, the 'Type-111' is under evaluation for potential aquisition and deployment to remedy some of the faults in the Type-121, and provide a more flexible platform for interception of enemy warships. It's power systems are capable of deploying heavy antiship weapons, as well as smaller weapon systems for use against strike craft.
Though, it's size and mass are the primary limiting factors. Evaluation of it's exact capabilities and scope for modification would need to be conducted to integrate it properly into Airwatch fleet strategy.
Airwatch encounters with the Harvesters have been few and far between, but deep scans and eventual acquisition of Harvester technology from several sources have lead to the reverse-engineering of a number of destroyed or captured Harvester ships (and similar autonomous AI controlled vessels). The Consortium, seeing a potential niche in their fleet to be filled, began manufacturing several of their own replicas of Harvester ships.
The Airwatch variant of the 'Marsflier' as it is referred to by many pilots, is superficially similar to it's progenitor (save the Consortium paint scheme and markings), but engineered with most of it's internal systems replaced with Consortium ones. While it's primary weapons, shielding, and gravity wave engine remain, the control systems, power distribution, and most moving parts have been optimized to be compatable with other Airwatch ships, and more importantly, cheaper to produce and replace. Still, these ships are expensive and few in number, as the Consortium is only capable of limited indigenous ship-production.
Tactically, the Type-10X drones are primarily supporting assets to more conventional strike-craft, while their beam weapons are powerful and accurate, the lack of conventional weapons makes them inflexible, so they are typically deployed with other Airwatch assets. However, the drone's massive capability for data processing makes them extremely effective as mobile tetranodes, EW platforms, and data-processing units. Often, Consortium Coordinator AI's will use these ships as extensions of themselves, to streamline co-ordination between other Airwatch ships.
(//none currently in service, prepatory RP with the harvesters or other factions is likely to take place before acquisition)
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(Cont. from above due to the forum eating it)
-FRIGATES-
FF Class combatants serve as intermediaries between strategic warships and smaller strike craft. While competant in a combined-arms strategy, their adaptability between classes is highly conductive to independant operations abroad and patrolling contested space. As well, they are the largest combatants authorised for commerce interdiction.
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Type-310 FFB
Callname: Tridente
Role: Gunship
A highly economical hull with massive scope for modification. The Tridente is the main combatant in Consortium fleets above strike craft. The basic design is a massively expanded version of the Type-81 series, and shares it's adaptability. The Type-310 in Consortium service can be operated by a single pilot, with most of it's functions controlled by on-board VI systems. (though additional crew and passengers can be deployed if needs' be).
The Type-310 is also an excellent multi-mission platform. Typically fitted with internal 'mission modules', which contain whatever hardware is required for it's deployment. These can be easily swapped out as required, and the Consortium refitted computer systems are designed to be able to interface with these modules and reconfigure automatically. Like all large Consortium craft, the ship is capable of direct interface with a Co-ordinator AI, allowing it to take some of the workload off of the pilot, recive feedback from the ship's systems, and give instructions or even take control of the FFB at any time.
In combat, the Type-310 is mainly deployed as a manuver combatant. Typically using it's heavy firepower and presance to break up enemy strike craft cohesion, while supporting assets seek and destroy their targets. Against larger ships like Destroyers, the Type-310 must levy it's manuverability, but is still often outclassed unless superior numbers or proper supporting assets are present.
The Type-310 is also capable of atmospheric flight. It's armor allowing it to slough off most Anti-aircraft weapons, however, it's turrets have difficulty with aerodynamic stresses at high speeds, and must lock in place when moving at high airspeed.
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-CAPITAL SHIPS-
Due to logistical, financial, and tactical constraints, Airwatch operates few capital warships. However, it does operate them, and deploys them strategically, often in a more defensive role then anything else. With Modern capital ships having to contend with increasingly effective bomber and anti-warship mitigation methods, their tactical survivability is questionable. This compared with their high cost of operation (even with the automation and optimization methods made by the Consortium), logistical strain, and limited flexibility make them secondary to strike-craft.
Typically, Consortium warships are optimized as strikecraft carriers or support assets, or as a mitigation method for enemy capital ships when sufficient numbers of attack bombers cannot be assembled.
Airwatch destroyers and similarly large combatants are far more specialized then those of most other factions. Heavily modified and rebuilt from their origional hull layout, they only vaguely resemble the Origional outcast ships they were engineered from. The Outcast Destroyer hull was selected to replace the early model Talarca class cruisers, having significantly more interior space, but lacking moddability. To that end, massive rebuilds were made with each of the hulls acquired to install new hardware and optimize the hulls for use in a Consortium combat environment.
Among the modifications are new Sensors, Engines, and a complete replacement of the power system and reactors, and the addition of external refueling and mooring racks for strike craft. The Consortium continue to adapt their warships to the changing nature of their combat environment, and have rebuilt many areas to accept modular componants.
The Type-332 destroyer class serves two primary roles in the Airwatch fleet. It's main task is as a Capital-ship interceptor. Assigned to protect key hardpoints and assault enemy warships which threaten it's airspace. It's overpowered engines, thin profile, and upgraded armor make it adept at 'boom and zoom' tactics, even when dealing with smaller, more nimble Kusari warships.
The second task is that the Destroyer hulls often possess significant on-board logstics facilities. These include verious electronic warfare, sensors, C3I, and other systems (though often not as extensive as other ships). Yet other hulls have been modified into chassis for Consortium AI tetranodes, and in one case, a mobile Augmentation facility (though this example is not combat-worthy).
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Type-300X CA
Callname: Harvester Cruiser
Role: Cruiser Drone
Like the smaller Marsflier, the Harvester cruiser was a cantidate for Consortium replication. However, the larger size and often more complicated technology used on the larger cruiser proved much more difficult to rebuild, combined with the lack of proper facilities with which to construct one. However, the activation of the 'Nexus' would provide more then sufficient construction capacity for atleast a prototype replica.
Intended use would primarily be as a mount chassis for the Consortium's Co-ordinator AI's (replacing the cramped, modified Storta hulls) with an equally potent combat platform already designed with AI support systems in place. This configuration would be ideal for remote information relay or as a Control Ship for large-scale operations.
Currently, no ships of this class have been completed, and resources are unlikely to be put in place until more important projects are complete.
(//none currently in service, prepatory RP with the harvesters or other factions is likely to take place before acquisition)
With the Consortium's aggressive assimilation tactics on large civilian populations, one of the ideal targets are Cruise Liners and Slave Ships, given their often high volume of 'fresh meat'. Standard operating procedure is to capture ships of this type whole, via forced boarding, and haul them back to a staging area for processing. While the crews are assimilated, the Liner Hulls themselves are just as useful to the Airwatch fleet. Typically, these ships have their interiors gutted, bulkheads removed, and replaced with mounting equipment for installation of large 'Mission Modules'. As well as recieving structural re-inforcement. Often, Drive systems and weapons are also replaced, and control hardware updated to be combatable with that of the Consortium.
With the relatively simple modular infrastructure, a single Liner hull can serve in any number of diffrent configurations. Ranging from space control ships, light carriers, cargo ships, landing craft deployers, troop transports, cybernetics factories, and mobile refineries. Usually, modification can be done relatively quickly in a drydock, with new pre-built mission modules installed, and any nessescary external hardware added. The main parts of the ship still intact from the origional form are the bridge and engineering section (though, often the latter is updated with Consortium reactor systems and engines).
This sheer adaptability, and the relatively innocuous appearance of these ships belies their usefulness. More then 'true' capital ships, Consortium armored Liners are among the most important large ships in the fleet.
Slavers are as much a target of Consortium assimilation methods as legitimate passenger transporters. Consiquently, a significant number of former slave-ships have been integrated into the Airwatch fleet. Like conversions of luxury liners and prison ships, these slave transports are happily pressed into service as everything from merchant ships to battle carriers. However, as most slavers perfer antiquated liner hulls over more modern ships, these slaver ships are considered 'second line' compared to Prison ships. However, their hull layouts and drives do have a few advantages.
Often, these slave ships are deployed in more non-combat roles then their newer cousins, such as strikecraft tending, engineering support control, mobile refining, and as Augmentation labs. Like their newer cousins, these slave ships are modified for adaptability and modular internals, and can be adapted to almost any role with a minimal dry-dock stay.
The Morningstar class Battleship is the single, unique piece of Antarean engineering which brought the first progenitors of the Consortium to Sirius, centuries ago. Still operational, the Morningstar's mission has changed significantly. Origionally intended as primarily a ferry to Sirius and a mobile base of operation, and act as a mobile command post after it's arrival. Following the Nomad war, and the gradual re-engineering of the Consortium, however. The Morningstar was sent to Epsilon Eridani, to use it's on-board mining drones and molecular refineries to begin construction of an installation there.
Despite it's age, the Morningstar remains unimaginably technologically superior to any Sirius-built warship. Built around a spinal mount Dark Energy Beam, it's capacity for destruction is immensive. However, it has never actually engaged another worthy adversary directly. In all likelyhood, it never will. It remains more a symbolic and utilitarian embodiment of Consortum engineering, less a threat on it's own, and more a harbinger of things to come...
(//as the Morningstar does not actually exist in-game, nor is it likely to, it is listed here primarily for referential and RP purposes)
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-LOGISTICS-
As important as the Consortium's tactical capacity is it's ability to support it's operations with an equally formidable fleet of trade ships, mining drones, and manufacturing platforms. Given the highly decentralized nature of the Consortium, and lack of fixed bases, these transports are often called upon to fill the roles that would otherwise be taken up by space stations. The advantages however are numerous, higher mobility and flexibility, survivability, and the lack of a singular target for potential aggressors.
The Type-88 class freighter is commonly used by the Consortium as a small, and reasonably well armed and armored shuttlecraft and dropship. It's rugged design and shared lineage with the Type-81 series of ships make it an obvious choice as a small logistics ship. Typically, these vessels are used for low-level transport of goods which do not nessescetate use of a larger or more powerfuls ship. As well, they may be used attendants for larger merchant transports, or cargo ferries.
It is, however, also a rugged vessel capable of operating in a combat environment (so long as it does not become a primary target). Because of it's small profile and cargo capacity, it is often used as a dropship and boarding craft. It can defend itself and support other strike-craft, but is inferior to most fighter-class ships in open combat.
The Type-63 is a common type of civilian personnel freighter which has occasionally been adapted for Consortium use. While considered inferior to the Type-88 in terms of cargo capacity, these freighters have superior power systems (and by extension, weapons). For the most part, they function in the same roles as the Type-88, shuttle and boarding craft.
Some however, have been re-engineered into fuel-tankers. Often deployed into hot-zones to refuel strike fighters while both ships float in open space. Their larger size then the Dromedary and ventral hardware make them more adept at this task then the Type-88
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Type-27 AT
Callname: Armored Transport
Role: Armored Transport
Larger and more imposing then the Type-88, Type-27s are used in large numbers for many of the same roles as smaller freighters, abiet taking advantage of their larger cargo bay and higher defensive capacity and structural integrity. In situations where logistics ships are expected to take hits, these ships are often the first choice. It is also because of this that Type-27s are perferred for planetary insertion, with their larger size, heavier frame, and ability to carry armored vehicles such as tanks or mechs. LCA variants are often equipped with ventral bay doors and lifts to drop their cargo below them.
ATs may also be deployed as escorts and attendants for larger liners, capital ships, or merchants, or for a wide veriety of other utilitarian roles which require a durable chassis which can survive hostile fire, and fight off potential aggressors.
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Type 56/57 AK
Callname: Gull/Albatross
Role: General Purpose Transport
Type 56 and 57 Transport ships are very commonly used in the civilian world, and thusly, commonly interned by the Consortium. Owing to these ship's simplity, and single purpose nature, they are ideal for non-combat transportation and storage of cargo. Typically, they are given less modification then other Consortium shiptypes, by virtue of their minimalistic design and usage.
However, transports of this class are limited due to their minimal defensive capability, and no real capacity for growth or repurposing, so they remain as little more then self-propelled containers.
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Type 60/60/62 AK-C
Callname: Train/Large Train/Adv Train
Role: General Purpose Transport
Type 60+ series of transport trains are, like their smaller counterparts, designed exclusively for non-military prioity cargoes and aux storage. Their larger size, lower manuberavility, and more complex nature however, make them less common then most other logistic shipclasses. However, they are heavily used for high volume, low individual size cargoes.
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Type-77 AK
Callname: Borderworld Transport
Role: General Purpose Transport
The backbone of Consortium logistics and trade endevours. The Type-77 strikes a balance between cargo capacity, adaptability, and defense capability. As well, it's resonably low operating cost and compatable componants with the Type-81 and derivatives. While some versions of this chassis have been adapted for alternative tasking, such as mobile refining or as light manufacturing barges, the majority remain optimized for cargo transportation.
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Type-73 AK-T
Callname: Heavy Tanker
Role: Bulk Transporter
Type-73 class ships are some of the largest logistics ships operated by the Consortium fleet. Owing to their size, their primary role is to transport cargoes too physically large, bulky, and that cannot be disassembled or placed on other ships. By virtue of the transport's bulk and inefficiency at other tasking, it is a highly specialized vessel.
---
-COMBAT ENGINEERING-
The ability for the Consortium to expand at the terrifying rate it has comes on the back of it's ability to construct new weapons, if even at a sub-par rate compared to more developed factions. The ability to obtain raw materials, refine, and process, as well as upgrade and maintain their fleets falls to the Consortium's Engineering units. The following are the commonly seen Combat Engineering vessels.
---
Type-90 AR
Callname: Repair Ship
Role: Ship Mantnance, Engineering Support
Like any other spacefarers, the Consortium must be able to maintain it's ships and repair damage caused by both the hazards of being in space, as well as fighting in it. Consortium repair ships are, for all intents and purposes, structurally and functionally identical to those of any other faction. As it's name suggests, the primary purpose of these ships is to maintain the function of allied vessels and stations in the field. This often means straying close to large scale combat, and spot-repairing large warships, or smaller strike-craft.
Outside of this, Type-90 class vessels also serve as construction ships and attendants, as their myrad of robotic arms and tools allows them to perform a number of tasks which require higher articulation then can be accomplished with a tractor beam.
---
Type-48 HL
Callname: Heavy Lifter
Role: Tugboat
Often, the manipulation of massive objects in space requires ship with massive thrust arrays to accomplish. In the case of the Consortium, such objects include enemy warships, stations, and large asteroids. The simple Heavy Lifter is the answer. The Consortium version is largely identical to the civilian version, except for some structural re-inforcement, slightly tuned engines, and external armor.
What is diffrent is the much more sinister usage of these ships. Often, Lifters are used to physically grapple onto an enemy ship, overwhelming their target's drive systems, and hauling it back to a secure area. Often, multiple lifters are required for this purpose, depending on the thrust ratio of the target ship, but many of the Liners, Slave Ships, and Warships which have disappeared at the Consortium's hands have done so by way of this innocuous looking ship.
---
Type-107 YM
Callname: Mining Ship
Role: Mining Ship
Earlier in the Consortium's history, they were forced to purchase raw materials for construction projects from other factions such as the Outcasts. Gradually, as time went on, the Consortium began to acqire it's own fleet of mining ships, while converting some transport ships into mobile refineries. While this did not completely weane the Consortium's dependance on foriegn minerals, it did allow large scale mining operations on their own timetable rather then that of their benefactors.
Type-107s are Consortium modified versions of the ubiquitous mining ships which can be found all across Sirius. Aside from higher automation and more advanced molecular processing technology, they are identical to their baseline configured versions.
---
Type-2 SY
Callname: Barge
Role: Fleet Support Station
Plans for a large, mobile installation to act as a mothership and command centre, capable of high-capacity manufacturing and augmentation have been in place since well prior to the current Generation of Consortium operations. Until now, however, resources were utterly insufficient to manufacture such a station.
The Junkers' development of the 'Barge' created an ideal oppurtunity. Such a ship could be easily manufactured to suit the Consortium's needs much more cheaply then could otherwise be accomplished. As well, the Junkers are in an ideal position politically, with Kusari's practical declaration of war upon them. Plans are in progress to lay the political framework for such a project to begin. Requiring the pooled effort of the Entire Consortium logistics front, as well as the involvement of several other factions, such an undertaking is predicted to more then pay for itself when completed.
All of this information is speculative at this point, but the Consortium do seem to be taking this prospect very seriously.
(//note, the Barge is not yet complete, pending RPing it's construction)
*** -WEAPONRY-
Like their ships, Consortium weapon systems are dictated more by practicality, accessibility, rather then advanced technology.
Primary weapon types used are:
Guns
Outcast
Civilian/Generic
Golden Chrysanthemum (with permission)
Advanced Consortium Prototypes (//codename weapons will be used as placeholders for these)
Missiles-Torpedoes
Lancer Missile
Cannonball Missile
Firestalker Missile
Parylizer Missile
Sidewinder Missile
Starkiller Torpedo
Sunslayer Torpedo
Mini Razor
Inferno Cannon
Cruise Disruptors (any)
Nova Torpedo (bombers only)
Supernova Cannon (bombers/SHFs only)
Transport Weapons
All Generic Transport weapon
All Small Transport turrets
Slave Liner Turrets
Capital Ship Weapons
Basic Turrets
Cerberus Turrets
Solaris Turrets
Outcast Turrets (any class)
Battle Razors
Pulse Cannons
Mortars
Basic Missile turrets
Any Exogen weapons, if acquired, should be brought in for study, but NEVER mounted on any ship, or kept in proximity to other compromizable personnel or devices. Standard Exogen-debris disposal protocols apply.
---
-IDENTIFICATION PROTOCOLS-
The Consortium, while technically not part of any larger faction or house, use the Outcast Identification for most of their ships (//exempting those with special RP or generic, supplementary IDs listed below). The reasons for this are complicated, but it seems to be part counter-intelligence strategy, and partly the simple fact that with most of their ships being of Outcast origin, the default ID and IFF configuration has remained as such, with non-Outcast acquired ships being slaved to the existing IDC hardware.
IFF: Outcast (guard IFF is accepted, but not encouraged)
ID: Outcast, Outcast Guard (for capital ships), Slaver/Miner IDs possible for Abduction ships and Mining ships respectively, Admin awarded special IDs (e.g. Special Ops, AI ID) also possible in the event of a special character.
(//OOC Note: As mentioned above, the Consortium is technically it's own faction, distinct from any other Outcast faction and the NPC faction. The reasons for use of the Outcast ID over Generic IDs or other factions are our Destroyers and Liners [which existed well prior to 4.85, when we used the GC ID which allowed them], which are nessescary for the RP of several characters, and are occasionally sortied for fleet engagements. As well as the faction's ZoI, RP ties to the Outcasts.
So to put it in perspective, we use the Outcast ID in a similar manner to factions such as the Harvesters and the Colonial Remnant, who once used Junker and IMG IDs respectively, but were technically distinct factions.
Unless at some point, the Consortium receives it's own faction ID, the Outcast ID is the most practical to use, not requiring admin intervention or special parameters to acquire for new members.)
The Consortium claim Implicit Sovereignty and Control over nearly all of Kusari (exempting GC and Dragon territories of Hokkaido, Chugoku, Tau 65 and 63, and Okinawa. Nearly all tactical operations take place in the Areas between roughly Tau-23 south to the Rheinland Border. Consortium forces will try to enforce their will on any ships passing through this area, conducting commerce interdiction, and usually attacking non-Kusarian factions.
Outside of this core territory, the Consortium do conduct occasional trade runs and military operations into Bretonia, Rheinland, and the High Omicrons. Most of the time, however, Consortium ships are much less aggressive when venturing away from their home territories, and will not attack some belligerant factions like they would inside Kusari proper (for example: Gaians).
Territories of operations are divided up by their Security Level.
C-SEC 1: Consortium primary ZoI. Airwatch units are free to conduct autonomous operations throughout the sector
C-SEC 2: Consortium ships must request permission to enter these sectors, unless trading, escorting traders, or calibrating hardware/software
C-SEC 3: Sectors which are highly restricted, and may not be entered without command permission.
(//except when setting up)
C-SEC 4: These sectors may not be entered under any circumstances.
(//unless there is a specific event that requires access, or when setting up or going to Connecticut)
***
With no permanent bases of their own (yet known), the Consortium primarily use their own capital ships and carriers (often modified liners) to project force and store their ships. However, even these ships must dock now and then, so use of allied bases is an unfortunate necessity. The Golden Chrysanthemums and Outcasts are the Consortium's primary hosts. The Blood Dragons are yet more suspicious, but do tolerate some Consortium activity.
A list of dockable allied bases and special procedures if nessescary is provided below.
Ainu Depot: Primary Hardpoint, HQ of Western Kusari operations. Airwatch units are free to dock here (//with GC permission if any are present) and resupply.
Battleship Matsuda: Primary Hardpoint, HQ of Eastern Kusari operations. Airwatch units are free to dock here.
Cali Base: Airwatch units will use Cali base as a forward staging area for strikes on Kusari forces in Tau 23 and 29, and occasionally against Colonial Remnant forces if nessescary.
Yanagi Depot: Trade ships are permitted to land here, but the Yanagi NFZ agreement prevents us from using the base as a staging area
Ruiz Base: Airwatch units may use Ruiz as a forward outpost for strikes and operations in the Sigma region
Kreuzberg Base: Trade missions may be made to Rheinland, and most would be to here. And military or diplomatic activity in Rheinland would likely also be here.
Arranmore Depot: Agreements with the Molly Republic have granted us Docking Rights on Arranmore base, this is the base of operations for our mining operation in Bretonia, and is also likely to be used for any military or diplomatic missions within Bretonia
Takeda Shipyard: The Consortium's forward fleet repair and refit drydock. Permission must be requested from the GC before transiting through Tau-65.
Sendai Research Station: May be docked with for trade purposes
Kyoto Base: May be docked with for trade purposes
Ryuku base: Airwatch forces may use Ryuku as a forward outpost to monitor the Exogen Breach in Tohoku, but Dragon permission is required.
Valetta Shipyard: One of the Main delivery points for supplies coming from the Outcasts. Airwatch forces may acquire ships and calibrate hardware from here
Planet Malta: One of the Main delivery points for supplies coming from the Outcasts. Airwatch forces may acquire ships and calibrate hardware from here.
Any other bases (//which the Outcast ID and faction diplomacy allow docking with) may be landed on for trade purposes. However, if any owners of the facility in question object, permission should be considered denied.
Perhaps the Consortium's most notorious (and disturbing) attribute is their policy of systematically replacing their ranks with enemy prisoners of war, as well as civilians, pirates, slavers, any any other non-allied organism which can serve a practical purpose, and can be controlled by Consortium assimilation methods.
While practically speaking, almost any human (Save infants who have yet to develop, those with severe brain damage, or those who have been altered by Exogen infestation) can be taken under Consortium control. As the implantation modifies the Neurons themselves, no amount of human free will can preclude the installation. However, not all Humans are of use to the Consortium as augmentees. Humans that have not fully grown would create problems with installation of hardware, both due to lack of brain development and physical growth interfering with installed hardware (As well as numerous sociological hostility that would arise from non-augmented allied individuals, which would create further problems). Elderly humans nearing the end of their lives usually have significant health problems and tend to loose bone strength and muscle density, and often develop other neurological issues, which also precludes their viability.
While some levels of brain damage can be repaired, and memories replaced, there are certain limits beyond which even Consortium nanomedicine cannot repair. Humans which have been damaged by oxygen deprivation or severe blunt-force trauma may not be viable to repair. Exposure to hard vacuum can also cause irreparable damage to both the brain and the human body. If a human is killed or dies, and their body remains intact, their brains quickly decay and become nonviable for use. Even if their body can be re-activated, their consciousness will not, effectively making them useless vegetables. Augmentation procedures build off of existing consciousness and intellect, they do not replace or create any.
Physical disabilities such as missing or damaged limbs or organs, diseases, or other damage which DOES NOT damage the brain can be repaired. Limbs can be easily removed and replaced with mechanical or synthetic prosthetics. Depending on how the human in question is to be used, these may be copies of normal appendages, or more useful hardware such as integrated weaponry, magnetic grapplers, computer interface equipment, mobility enhancements, or other hardware. The same logic applies to organ replacement, however given the complexity of the Human body, artificial replacements may or may not be as efficient or effective as their natural counterparts. Some organs, such as those used for reproduction, neutriant absorption, and energy distribution are impossible to replace.
Most humans selected for military use are between the ages of 16 and 50 (Individuals below this age are, for diplomatic reasons, given to the GC in the condition they were received, as are any parents or guardians), and are either drawn from enemy prisoners of war, individuals purchased from the Slavers' Union (given long-term contracts with them), or Civilians who have been captured and interned. Individuals undergo thorough background checks and their skills and origins are evaluated to determine their use within the Consortium's ranks. Humans that have undergone severe physical damage or mental trauma may require prosthetics and reconstructive surgery or additional memory replacement respectively. After classification, personnel are either sent directly to Augmentation facilities or kept in Cryo-Stasis until ready.
AUGMENTATION PROCEDURES
Once the humans have been classified according to Age, Weight, and Identified Skill levels, they are transported to one of the Consortium's Augmentation facilities. The procedure is almost entirely automated, with Personel only present for security, maintenance, and oversight. The Human to be augmented is restrained on a bed, and given an injection by large hypodermic needles, and may be concious during the procedure. The injection is a temporary relaxing agent, which restricts muscle movement. While diffrent levels of augmentation have diffrent procedures of operation, the neurocyte implantation remains the same irregardless, and usually takes place after any physical modification.
NEUROCYTE
The most important piece of hardware to be installed is the Neurocyte. The device is a Synthetic, Semi-organic reciver which is injected directly into the brain of the host, by means of a large hydraulic needle which is inserted through the forehead. The Neurocyte is accompanied by medical nanites which repair any damage caused by the injection, and integrate the Neurocyte into the host's brain. The primary role of the Neurocyte is to recive and convert Brain Synapses and Signals into a format readable by Consortium Computer systems, and vice versa. The means by which it does so are extremely complicated and strictly classified. As many humans possess their own form of neural-network technology, the Neurocyte can take advantage of this, rewiring Neural Net implants and slaving them to itself. The Neurocyte is the main means of allowing the brain to communicate with all other Consortium hardware, and overwrites many undesirable human thought patterns and emotions (which can be influanced selectively). However, it is not the only means by which this is accomplished. Finally, it acts as a contol hub for medical nanites which are deployed into the host, which increase the capabilities of self-healing and human immune systems (but do not completely replace them).
In an emergency situation, the Neurocyte can, as a last ditch measure, self destruct by causing a massive electronic overload which kills the brain, followed by a small explosion. This will almost certianly and instantly cause brain death of the host. However, the neurocyte contains unknown numbers and types of failsafes to ensure tampering does not occur. No recordred case of an unintended Neurocyte destruct is known.
PROCEDURES
Often, the Consortium will take the quickest and simplest augmentation methods, with little or no prosthetics or hardware aside from the Neurocyte, Jacks, and Enhanced Awareness Unit. Otherwise, the augmentee remains human. It is usually cheaper and more efficient to leave the bulk of Consortium forces with a minimal level of enhancement, as the Human body, despite it's lack of physical resiliance, is an efficient machine nonetheless. Most Consortium pilots, footsoldiers, ship crew, noncombat personell, and covert-ops are given this level of augmentation. The latter due to the fact that the small brain implants and hardware would only be detectable under an intensive medical scan, and even then could be passed off as expanded neural-net hardware, identifiable as otherwise only to the most knowlagable of professionals.
After Neurocyte implantation, the individual is anesthetized and surgery is done to install the Interface jacks and EAU package into the base of the skull, with the Jacks present on the back of the neck, usually disguised as normal tissue. These allow several types or adapter cables to be connected directly to the brain via the neurocyte. Nanite injections quickly repair and seal any damaged tissue or bone structure, and the newly augmented human undergoes memory replacement therapy. As well, conditioning restrictors are also inserted into the brain in a similar fasion to the neurocyte. These are primarily emotional controllers, which restrict responses based on emotional impulse (some more then others). They are triggered by adreniline and neural thought patterns, and when active, increase the ability of the host to think logically and rationally even under the most stressful or confusing circumstances. However, when inactive, the human's emotions are unaffected (this is mainly due to certian stimuli, such as reproduction and interaction with non-consortium personnel, which require a user to be able to -feel- emotionally.)
This memory replacement consists of harsh subliminal messaging, using both the neurocyte and other senses to transmit information to the Brain, and Audio and Visual signals to ensure full effect. The result usually ensures that the host's neural presets are overridden, and that they are no longer capable of acting on Emotional impulses. However, they are not incapable of feeling emotion, and are still capable of love, compassion, anger, pride, fear, etc, as these are nessiscary to stimulate and trigger certian responses and thought processes. The memory replacement also acts as instructional and tutorial routines for individuals who require specialised education. For example, this allows individuals with little or no military background to serve as Consortium tactical units.
In other cases, individuals may undergo more extensive prosthesis, or have critical or terminal injuries repaired during the augmentation process. All of the steps are the same as basic Augmentation, save that the EAU-NJ installation also includes control hardware for new mechanical components. Installation of these components occurs immediately prior to this surgery, and are usually conducted without anesthetics (although injections of steroids or emergency life support may be used in the case of heavily damaged or invasive surgeries). Synthetic components are usually linked directly to the host's existing nervous system, while mechanics are wirelessly controlled. Due to the organic nature of the optronic hardware, it is not affected by EMP.
---
Not all Consortium PoWs are immediately assimilated. Some may end up as part of the Consortium's human research and forced evolution projects. The Consortium is constantly looking for ways to increase or engineer human biology to better suit their needs, and often use live (or dead) specimens for this purpose.
The Consortium may attempt to use humans as guinea pigs for various genetic tests, forcibly breed humans with modified DNA to create engineered offspring or controlled mutations (or simply to create more prospective troops), or occasionally install tracking devices on them and send them back out into the world as homing beacons.
In yet other cases, it is simply more efficient not to capture certain humans, instead using propaganda or false information to create internal pressure amongst belligerent organizations.
---
The Consortium are also known for often attempting to capture ships whole, either through force boarding or occasionally using tug ships to overpower the drives of the target and hauling them back to base for securing. Typically, ships captured by the Consortium are processed and gradually recycled, depending on their class and level of damage incurred during the capture process. If a captured ship however is potentially useful though, the Consortium will use it as is, or with modification. More often then not, maintenance costs and incompatible technology and hardware often preclude this, with many ships often simply stripped for parts and any remains melted down into raw materials for future use.
---
(//OOC bit: Consortium 'capture' RP is, by nature, dependent on other players' co-operation and willingness to have their character submitted. Obviously, we can't go around assimilating anyone without their permission or consent. But with this RP being one of the founding corners of the faction, it does have some advantages.
It makes an RP justification for our recruitment policy, as well as creates opportunities for various RP interactions between outside factions and former members of said factions now within the Consortium.)
The Consortium are as much keen on diplomacy as they are with projecting military force. Indeed, they are often dependent on outside entities to maintain much of their hardware, as well as bases within their ZoI. Many factions which hold belligerent stance toward Kusari make ideal potential allies for the Consortium, who will often go to great lengths to ensure the allegiance of these entities.
The closest allies of the Consortium are, by far, the Golden Chrysanthemums. The reasons for the closeness, and protectiveness of the GC by the Consortium are more complex then it would seem. The GC are, by virtue of their bases' location, similar intent to replace Kusari's regime, and more open nature toward foreigners then the Blood Dragons, are strategically vital. Beyond that, however, the GC-Consortium alliance has as much to do with Watsas' own personal dealings with them, both before and after the Consortium's emergence.
After the Golden Chrysanthemums, the Blood Dragons and Outcasts are both close allies... on paper. The Blood Dragons have long been suspicious of the Consortium, by their physical nature and foreign origins. It is only through battle after battle with the Kusari military that the Dragons' trust was earned. Still however, suspicions remain, as does the Dragons' secretive nature. The Consortium respect this, often staying clear of Dragon-controlled territories as much as possible.
Technically, the Consortium are not part of the Outcast alliance, nor do they at all care about the Corsair-Outcast war. They will however, attack Corsairs found inside Kusari, like any other non-allied force, as well as to dis-service Corsair-Hogosha-Alliance interaction. Infact, while the Consortium-Outcast alliance may seem strong, the truth is much less apparent. Consortium forces regularly trade with the Outcasts, and are indeed Allied to a large extent with the core outcast factions (101st, BLS, SOB, etc). However, the Consortium are known to dislike, harass, and even outright attack many of the less professional and organized Outcast factions which stray into Kusari. Internal conflict within the Outcast alliance is a fact of life, but the Consortium's attacks seem to be primarily as a calculated preventative measure for their own benefit, rather then any indended hostility against Outcast rebels, or assistance of the Malthusian government itself.
---
Because of their unique position, the Consortium base their alliances more on practicality and convenience rather then political or ideological concerns (both of which are non-existent within the Consortium). To some degree, the Consortium will take advantage of just about anyone or anything's political or military stance, so long as it serves a practical purpose and is in their best interests.
The current list of Consortium diplomacy is below.
NPC FACTIONS
Allegiant (Factions of the highest strategic importance and critical to the Consortium war effort. To be protected under any circumstances)
Golden Chrysanthemums
Blood Dragons
Outcasts*
Compliant (These factions have either standing treaties, mutual goals, or useful and diplomatically exploitable resources, and are thus friendly to the Consortium)
Indiffrent (These factions which either the Consortium have not encountered, are based outside regular ZoI, or are otherwise neither military beneficial nor hostile. These will still be interdicted if trading inside Consortium space, or are in possession of allied pilots.)
Rheinland Military*
Rheinland Police*
Red Hessians
Landwirtrechtbewegung
Bundschuh
Unioners
Lane Hackers
Liberty Rogues
Zoners*
Anyone else not listed
Malcompliant (Outside of Kusari and it's close allies, the Consortium usually have no real reason to aggressively attack many factions, despite often conflicting alliances. However, many of these factions are indirectly tied to Kusari supporters, trade with Kusari, or are otherwise in a position where they may be engaged or aggressively interrogated if inside Consortium territory, or on a case-by-case basis.)
IMG
Rheinland Corporations*
Liberty Corporations*
Spa + Cruise
Corsairs
Gaians
Bounty Hunters
Nomads
The Wild
Gas Miners' Guild*
Xenos
Liberty Navy
Liberty Police
All Gallic Factions*
Coalition
Malignant (With the primary objective of takeover of Kusari, the Consortium are highly aggressive toward nearly all Kusari Military entities, Corporations, or any civilians which resist. As well, any non-Kusari factions which pledge alliance to Kusari, or any other factions which have the potential to damage the Consortium strategically, or regularly attack Kusari allies, are likely to be hunted actively and aggressively.)
LSF
Colonial Remnant
Kusari Naval Forces
Kusari State Police
Farmers' Alliance
Hogosha
Samura Heavy Industries
Kishiro Technologies
The Order
*is variable to Player-faction relations
---
PLAYER FACTIONS
Allegiant
Golden Chrysanthemums [GC]
Kiretsu Sentai Degaki [Kiretsu]
Nova Power Generation (NovaPG)
Blood Dragons ]bd[
Outcast Guard [101st]
Shadow Outcast Brigade [SOB]
Blue Lotus Syndicate [BLS]
Reapers of Sirius [RoS]
Compliant
Molly Republic [MR]
Union of Gold .:UoG:.
Junkers Congress .:j:.
Gas Miners' Guild GMG|**
The Phantom Empire**
Bretonia Armed Forces BAF|
Queen Carina's Guard QCG|
Bretonia Police Authority BPA|
Gateway Shipping Gateway)
Bretonia Mining and Metals [BMM]
Borderworld Exports (BowEx)
Slavers' Union {SU}
Temporary Autonomous Zoners [TAZ]**
Indiffrent
Rheinwehr [RM]**
Rheinland Polizei [RFP]**
Red Hessian Army [RHA]
Landwirtrechtbewegung LWB|
Volksfront VF)
Alster Union AU-
Lane Hackers LH~
Hellfire Legion [HF]
Vagrant Raiders [VR]
Liberty Rouges [LR]
Omicron Supply Industries OSI-**
Zoner Trading Consortium (]c[)**
Zoner Response Team ZRT-**
Artemis Galactic Security AGS
Neo-Terran Front ]NTF[
Tears of Gaia [ToG]
Liberty Revolutionary Front (LRF)
Bretonian Buccaneers Buc|
Malcompliant
Independent Miners' Guild IMG|
Republican Express Shipping RepEx-
Daumann Heavy Construction DHC-
Kruger Mineralen ???
Interspace Neuralnet Department [IND]**
Ageria Technologies [Ageria]
Kings of Freight (KoF)
Universal Shipping Inc USI-
Deep Space Engineering [DSE]
Pan Galactic PanGal-
Orbital Power Gnomes [OPG]
The Brotherhood TBH-
Benitez Famila Corsairs-XXX-Benitez**
Hispania Armed Forces HAF|
Nature's Last Hope [NLH]
Bounty Hunters Guild [BHG]
Guild Core BHG-Core-
The Keepers Keepers-**
Das Wilde Wilde.**
Aoi Iseijin**
Zeener Alliance XA-
Liberty Navy [LN] LNS-
Liberty Police LPI
Gallic Royal Navy GRN-**
Gallic Royal Police GRP-**
IDF shipping IDF)**
EFL Oil + Machinery EFL-**
Gallic Metal Service GMS-**
The Council [Council]**
The Maquis [Maquis]**
Union Corse UC**
Gallic Brigands ???**
Sirius Coalition Revolutionary Army [SCRA]
XTF [=XTF=]**
Elite Shadow Society ESS-**
Any other Outcast 'non-compliants'**
Integral Systems Engineering [ISE]
Colonial Mining Inc [CMI]
Malignant
Liberty Security Force LSF|
Colonial Military =CR=
Kusari Naval Forces [KNF]
Imperial Guard [IG]
Kusari Police [KSP]
Artisan Farmers' Alliance [AFA]
Black Dragon Society [|]
Omega Trading Corporation [OTC]
Samura Heavy Industries Samura-
Kishiro Technologies Kishiro-
Renzu Shipwrights & Happiness [Renzu]-
The Order Order|
Any vessel that attacks a Consortium Ally (Regardless of affiliation)
Anyone trading or assisting Kusari economically or militarily
Anyone who is percived as a clear and present danger to operations
*alliances and regulations with player factions overwrite those with NPC factions when interaction with members of said player faction. Indies from NPC factions or factions not listed here are to be treated as the NPC faction would.
**Some factions have unorthodox special conditions or RP. A list of special circumstances with player factions exists below
GMG: Officially, the Consortium is hostile to the GMG as they are to any other Kusarian Corperation.
Unofficially, the GMG's competition with Samura, more liberalized nature, control over the Sigma region, and paramilitary forces make it more beneficial to use it as an ally (and a tool) rather then to attack it like other Kusari corporations. The GMG on the other hand, secretly supportive of the Dragons and in some cases Sympathetic to the GC, would seemingly be all too happy to not have to worry about Consortium attack.
If there is any Consortium-GMG interaction, it's existence and nature is unknown outside the Consortium and Guild.
---
The Phantoms: All Consortium information regarding the Phantom Empire is highly classified. However, Consortium ships and Blackwatch assassins have a habit of trying to silence any survivors of Phantom attacks.
Nothing further is known outside of the two factions.
---
Zoners: Relations between the Consortium and Zoners are currently tense and fluid. Zoner trade with and through Kusari has been on the increase, and the benefit to Kusari's economy is enough that the Consortium are no longer willing to accept Zoner neutrality, and have begun to attack Zoner ships within Kusari.
However, several incidents involving Zoner ships violating Kusari law, and thereby creating a rift and political tension between the two entities, as well as the potential benefit of an alliance or trade agreement with the Zoners, has kept the Consortium from committing full scale hostilities. As the situation can go either way, Consortium diplomats are currently trying to take advantage of the situation in negotiations with the Temporary Autonomous Zoners.
In light of this, TAZ ships (exempting large merchant ships overtly trading with Kusari) are exempt from Piracy. Other Zoner ships and factions which DO trade with the Consortium are also left alone. The Consortium will not attack any Zoners outside of Kusari.
---
IND: While Interspace commerce has been quietly supportive of the GC, they are also largely responsible for much of Kusari's infrastructure and economy. Interspace has few trade ships of it's own, exempting it's Neural Net department.
Because of this, the Consortium are often unpredictable in their dealings with IND ships. Those which are somehow assisting the GC directly are left alone, but others may be attacked and interned. However, Interspace's unique situation means the Consortium stop short of all out destruction of assets.
---
Benitez Famila: For the most part, the Consortium treat Benitez ships the same way as any other Corsairs. While not overtly hostile to the Corsairs as the Outcasts, they will attack Corsair ships inside Kusari, or blockade artifact smugglers or those assisting the Hogosha or Farmers' Alliance, or that threaten Dragons or GC.
Unlike most Corsairs though, Benitez' elders tend to be much more open and diplomatic then most Corsairs. This makes them potentially useful if, at some point in the future, the Consortium take a more active interest in Corsair politics.
---
Nomads: Nomads, referred to as 'Exogens' by the Consortium Overwatch, are yet another contradictory subject when dealing with Consortium diplomacy. The Consortium's approach to and interactions with the Nomads are highly unpredictable and largely circumstantial.
In most cases, Airwatch units typically ignore most Nomads or confirmed Nomad Infestees if there is no tactical imperative or good reason for them to do otherwise.
However, Consortium forces will viciously defend themselves and their allies if they are attacked, but will typically maintain a stand-offish yet assertive stance if territories are violated and allies are present, but have not been actively engaged.
There are cases, however, where the Consortium will happily assist the Nomads, directly or indirectly, against mutually hostile threats (such as the Order, Kusari Military, or Artifact Smugglers) if no allies are present. This may be due more to strategic prioritization and the relatively low tactical threat posed by most Nomads.
Finally, much like with the Phantoms, the Consortium have a tendency to try and kill or assimilate any non-allied personnel known to have witnessed Nomad activity and survived, or have communicated with Nomads but have not been infested.
Owing to most of their troops' massive cybernetic and mental conditioning, and use of Robotics and Artificial Intelligences to control their war machines, the Consortium are very well equipped to resist potential Nomad influence.
(//because the Outcast ID does not allow offensive action against the Nomads, none should be taken unless defending self/allies. However, it does make opportunities for unorthodox interactions. Further admin clarification on Outcast defense of allies pertaining to Nomads is welcome.)
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Gallic Factions: While the Consortium are far distant and largely uncaring about Gallia itself, any Gallic citizens and ships in Kusari, regardless of type and affiliation, are likely to be interrogated, and in some cases, interned.
Through this, more information and more proper response protocols can be arranged regarding Gallic entities.
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Outcast Opposition/Biotics: Like any large human structure, Outcasts have their fair share of dissenters and troublemakers. As the closest house to Outcast core space, many of these low-level pirates and individuals make their way to Kusari. The Consortium has a very fine-line tolerance toward Outcast independents, or those who are deemed 'Mentally Unfit' (e.g., those infected 'Lawl's Syndrome' or similar conditions).
Some non-compliant Outcast factions (or those which are presumed to be such) may also be subject to aggressive scrutiny. Situations are, however, handled on a case-by-case basis, though any confirmed belligerents are likely to be hunted and attacked pre-emptively.
(//note, Outcast factions like the ESS, XTF, Cartel, etc, are listed as Malcompliant by default. They may or may not be reclassified as Outcast compliants with interaction or diplomacy to that effect.)
(//also note: Because the Consortium is essentially it's own faction, and not particularly based off of an NPC one, it's diplomacy is subject to dramatic change based on interaction with other players or other, ongoing events, and other circumstances. Factions now listed as allied or hostile are always potentially subject to change, and diplomacy may also change as new factions come and go.)
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Military forces of the Consortium Airwatch do not conform to conventional rank structures as most militaries or factions do. Their equivalent structure has more to do with tactical assignment and individual skills then status. Given their highly networked nature, where information can easily be exchanged and normal human tendencies to disregard apparent authority are rendered irrelevant, the need for a rank structure is strictly to regulate individual deployments and operational parameters.
Known assignment routines are outlined below.
OVERWATCH (CS1)
The term 'Overwatch' designates the singular, core authoritarian entity in the Consortium. The singular leader and decider of all Consortium operations. However, the leader's descisions are based on input from subordinates, and tactical and strategic changes in the ebb and flow of conflict. Overwatch's primary roles are to make final, strategic descisions which direct the course of Consortium activities theatre-wide. This includes military force deployments, weapon aquisition, industrial priority, diplomacy with non-consortium sentients, and long-term assignments. Overwatch typically does not directly enter combat or fly space vehicles in a tactical manner, but remains on or in designated command locations. Overwatch may or may not operate unmanned warships directly, or transmit tactical data to subordinates.
Current Overwatch unit is \CS\-Ironwatsas
ADJUTANT (CS-CDX-A#)
Adjutant entities are select Codecies who are the direct advisors to overwatch, or individuals otherwise slated to replace overwatch if it is unavailable.
ADJUTANT (CS-CDX-A#)
Adjutant entities are select Codecies who are the direct advisors to overwatch, or individuals otherwise slated to replace overwatch if it is unavailable.
CODEX (CS-CDX#)
'Codex' entities are primarily tasked with data transmission, intelligence processing, diplomacy, and operation of industrial priority under Overwatch authority, and are to be considered Secondary command priority to overwatch forces. Codicies are usually relegated either to rear-lines facilities or large warships, as their deployment in smaller vessels restricts their data intake abilities. Two verieties of Codicies exist: Sentient AI units which have vastly superior capacity for Data storage, and specially trained Transhuman entities which possess full freedom of thought and superior descision making. The two classes work together to ensure maximum efficiency and overlapping authority. Any conflicts are usually settled directly by Overwatch.
They are effectively ranking advisors and secondary command entities.
COORDINATOR (CS-CDTR#)
Coordinators are roughly analog to officers employed in regular militaries. They are primarily tasked with commanding individual units of troops or entire facilities. Individuals gifted in leadership skills are chosen for this task. Two main types exist.
TACTICAL COORDINATOR: Tactical co-ordinators are the Seargents and Leuitenants in the field, who command combat-oriented tactical units. They are deployed in the thick of any and every operation and act as squadron leaders, infantry platoon commanders, and general officers.
STRATEGIC COORDINATOR: Strategic co-ordinators function similarly to tactical co-ordinators, abeit on a larger scale. Directly commanding full fleets or divisions of troops (although more commonly smaller units) and relaying Overwatch's instructions to tactical co-ordinators and lesser rank structures, similarly to military Generals or Admarals.
SHIPMASTER/SHIPMISTRESS (CS-CSHM#)
Shipnodes in command of Consortium capital ships. They typically answer to Coordinators and higher ranking members, and ensure the function and operation of the ship they are assigned to.
REGULATOR (CS-CRG#)
Regulators are part military-police, part technicians, part mechanics. They are tasked with internal affairs, and maintianing Consortium military forces and industrial output. Diffrent subtypes exist, but all are interchangable. Regulators are tasked with, ensuring no dissent or behavioral anomalies arise (and dealing with those that do), repairing or overseeing and coordinating the repairs of damaged equipment, and often interrogating captured enemy combatants before Augmentation. They typically have even less emotional capability then other Consortium personel.
ENGINEERING (CS-CENG#)
These are analog to any combat engineering personell of any other army, abiet with more wide-ranging . Handling both direct military projects, Industrial operations, repair of Consortium and allied hardware, analysis of technology (alongside research division), and any other engineering or technical related duties within the Consoritum. While technically able to fly any strike-class Consortium warship, individuals with engineering skills are often assigned to utility vessels or internal crews on capital ships.
Engineering is also tasked with augmentation of newly captured personell for Consortium use.
RESEARCH (CS-RCH#)
As their name would suggest, Research Division is specialised to anylise any captured technology, from the most primitive to the beyond futuristic, to find means of using it for Consortium use. Usually closely allied with Regulators and Engineering, they usually stay behind the lines, but it isn't unheard of for them to be deployed forward in certian circumstances. They are almost always secondary crew on larger ships, though their operational status would allow them to command specialised research ships.
BLACKWATCH (CS-BW#)
Blackwatch units are effectively special forces shock troops. With the best possible military training (that which can only come from experiance, as opposed to neurocyte uploads), equipment, and an unmatched ruthlessness to get the job done. While their types of operations vary, and are usually highly classified even amongst Consortium personell, some of their more common tasks include intelligence gathering, covert ops, surgical strikes on critical targets, infiltration of enemy populations and factions, and anti-Exogen operations.
SPAHI (CS-SPK#)
The meat of the Consortium. While generally expendable, Spahi are nonetheless important both for their use as labourers, military forces, and as intelligence assets. The men on the frontlines are as much a part of the chain of command as the ranking Co-ordinators and Shipmasters. Hundreds of subtypes exist, too numerous to list here, as individuals may recive diffrent training for ground combat, space dogfighting, or military support occupations.
Spahi are divided up into 1st, 2nd, and 3rd class. Ship denominations are granted based on seniority.
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Spahi cls-3
Class 3 Spahi are essentially raw recruits under evaluation. They are not permitted high-end ships to prevent losses should their combat skills prove unsatisfactory.
Currently Assigned Personnel: \CS\-Regent (Alexander), \CS\-Tacitus (Taro), \CS\-Helkos (Sivran)
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Airwatch
Tactical units are dedicated space combat personnell and are mainly assigned the majority of combat operations. These personell are usually drawn from the best captured enemy pilots or Spahi who prove proficient. They outrank all other units except Overwatch during combat operations.
Allowed ships
Drones: A.I. SHF (with special permission and RP)
Fighters: Scimitar, Switchblade, Kingfisher, Sabre
Bombers: Mafic, Falcata
Freighters: none
Transports: Prison Liner
Gunboats: Outcast Gunboat
Destroyers/Cruisers: Outcast Destroyer, A.I. Cruiser (with special permission and RP)
Battleships: Decided on Case-by-Case basis
ComLog: none
Misc: none
Logistics Units catagorize all level of combat support assets, including transport ships, repair vessels, mining ships, and space stations. These are critical for support of all other arms of Consortium Operations.
Currently Assigned Personnel: \CS\-Chikako.Asano (<3net), \CS\-Ishimaru.Kaito (Austin Goodwoman)
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Overwatch
Overwatch may or may not command a ship directly, but is typically well away from the front-lines commanding and overseeing Consortium activity as a whole.
Currently Assigned Personnel: \CS\-Ironwatsas (watsas)
(*as the Morningstar does not actually exist ingame, it is mentioned mainly for referential purposes)
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RECRUITMENT POLICY
(//this section is written in OOC, for an inRP explanation, see 'Capture Policy: Augmentation and Assimilation methods above')
As a faction, the Consortium is on lookout for individuals with exemplary RP skill and competent PvP capability (though the latter is secondary) who may possibly be willing to join. If someone is willing to join, or seeks to join, the following prerequisites however, must be met.
1: First and foremost, RP skill. Specifically, ingame RP. Forum RP is also to some extent necessary, but Ingame is the real deal-breaker. Competent PvP is welcome, so long as it is conducted in line with faction doctrine. A recruit could be the worst shot in the history of the server, but if he has excellent RP, we'll train him over time or put him in a trade/logistics ship.
2: New Recruits must have an active Forum account, and Skype. The latter is necessary for co-ordination of operations, as briefings, planning, and updates are typically conducted there. The former of course is needed for Message Dump posts and forum RP.
3: While sheer length of time spent on the server is largely irrelevant, new recruits should have a high degree and depth of knowledge and understanding about the server, it's factions, and history. Understanding how to interact with and respond to other factions is key to cohesive Roleplay.
4: A firm understanding of the English language and ability to take orders is also important. We acknowledge that English is a retarded language and those who developed it must have been on crack at the time, but it is the language of this server and nearly all of our members. If you are not a native english speaker, that is fine (and could possibly be taken advantage of with creative RP), but for practical reasons, it is important to be able to read and write competently.
5: Keeping up activity is important, so members should be willing and able to dedicate atleast SOME time every now and then to the faction, participate in events, or just make their presence known on the server.
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Consortium personnel usually speak in military code, with a medical nomenclature. This serves mainly as an aesthetic touch. The current dictionary of Consortium terminology is listed here http://bradiuscaesar.com/CS/dictionary.html
Our augmentation and Cyborg RP, aside from being one of the faction's core principals, is also the RP means to our recruitment. While we rarely Augment the actual characters we encounter, we do get a better idea of what players would make better members for the faction. As well, other players get atleast a rough idea of Consortium role play. This logic applies to both allied and enemy factions.
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NAMING CONVENTION
All spacecraft belonging to the Consortium bear the \CS\ prefix. For fighters, bombers, freighters, or non-combat transports, This is typically followed by a codename or character name.
Examples being.
\CS\-Enforcer
\CS\-Ishimaru.Kaito
codenames can have more then 1 word such as:
\CS\-Interceptor.Shield
In some cases, these names will have special suffixes designating either rank or assignment.
\CS\-James.Dacker-[B]
Suffixes for small ships are as follows (these will be gradually phased-in for older ships. Spahi, Airwatch, and Overwatch do not use these suffixes)
Naming Conventions for capital ships and large logistics ships are slightly diffrent. The normal procedure is \CS\ prefix, shipname, followed by a hull code designating shipclass and number. These hull codes are based on real life Hull Classification Symbols (the link provided should be used for referance to these).
Example.
\CS\-Khamun-[FFG-21]
in which FF = Frigate (consortium refer to Gunboats and Gunships as such), G = Guided Weapons Supportm and 21 being the identification number.
All Gunboats, Capital Ships, Liners, or Combat Engineering ships should use appropriate hull designators. (improvisations may be made if a certian shiptype has no maritime naval analog or obviously compatable hull code).
In some cases, names of utility ships may ONLY consist of hull codes. E.g.
\CS\-YMD-23
YMD = Mining ship, Drone
Typically, unnamed ships using only codes are ancillary or ships or unmanned logistics ships, or simply 'not important' enough to receive proper names, or generic ships on shared accounts. Such ships include storage freighters, armories, bank ships, etc. Many of these ships CAN use proper names or a code, with the ultimate decision left to player preference.
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The aesthetic nomenclature for Consortium naming isn't clearly defined at this point. The most common naming conventions currently in use are...
English/American military lingo (or something similar): E.g. Interceptor Shield, James Dacker
Japanese (to partially fit the Kusari theme): E.g. Hoshinokatana, Nekekami, Ishimaru Kaito
Indian/Middle Eastern (often mythological): E.g. Khamun, Vajra, Al-Khalid
Names that are aesthetically similar to the above, but not necessarily actually from the above languages
However, some diversions can be made from these, depending on the individual character in question.
(//this section is also written in an OOC context)
The Consortium has existed as an RP group since about sometime in the Fall of last year (2008), and was at that time basically the joint RPs of myself, Enko, Ktayn, and Bobafett combining and turning into a full blown faction.
In the Discovery community as a whole, the Consortium fills several niches which no other faction has yet filled. The main themes of the faction (Techno-Parasitism and de-humanization, the simultaneous conquest of humanity to perhaps save humanity, the 'Outside Context Problem', and mass abduction and forced human engineering.) are thus far, not occupied by any other faction in the same manner as us, though some similarities may exist.
There may also be some similarities to other entities from outside Discovery and Freelancer. While the Consortium is by no means an import faction (despite some, occasionally intentional similarities, most of the faction's background is original). However, some outside influences are relevant. The most obvious are the Combine from half-life, as evidenced by our adaptation of Combine's medical newspeak to fit our context.
The main reasons for this are simply because 1: It sounds really cool, 2: It fits and emphasizes the 'dehumanization' theme of the faction, 3: most of that terminology is adapted medical terminology.
Other influence like Quake, Ghost in the Shell, Homeworld, Angels Fall First, are also apparent. Much of this is aesthetic (e.g. character representations and screenshots of various stuff), but this is no different then other factions such as the Phantoms, Mandolorians, and individual characters doing the same.