While the Bornholme Junkers had grown wealthy and powerful due to salvage discovered in Omega 15, they also grew less organized. Each Junker working out of Bornholme that amassed enough wealth for himself would break off from the others - begin working alone, off regulation. Not only were safety hazards created as a result of these 'rogue salvagers', it also weakened the Bornholme family as a whole - these 'independents' refused to band together when the Depot or other Junkers working from it were threatened by outside forces. They were selfish, and were weakening the Junkers as a whole.
During recent events, Christopher Thorn - a Junker from liberty, captain of the Tenacity - was hired by covert groups to work with the harvesters. He was tasked with the collection of massive amounts of raw materials and resources that the harvesters could go on to use in their construction of new vessels. Bornholme - being the best source of such material at the time - was where Thorn decided to base his operations; but when he arrived the situation at Bornholme was already near critical failure. "independent" junkers were ignoring blatant attacks on the Depot - too self-absorbed with acquiring their own riches. Non-junkers were invading the field as well, providing a severe work hazard for the true junkers working out of Bornholme - these 'foreigners' were attempting to salvage the field right out from underneath them, both creating collision hazards as well as taking the very lifeblood from the station and it's workers.
It wasnt easy changing things - it took over a week of constant struggle to evict the trespassers, defend the station, and 'deal' with the independents who refused to aid their fellows in such a time of need. Soon, however, the station was back to working order, and put on full production capacity to appease the resource requirements of the harvesters.
After order had once again been established, Thorn called a meeting aboard Bornholme Depot to all junkers operating in Omega-15. Here, he formed the Junker's Union - a 'company' of sorts that would organize the junkers of bornholme, set regulations to improve profit and worker safety, and fund a guard force which could defend the junkers operating at the station from all threats - whether they be pirates or military.
The group is still small, but is rapidly growing in population and power. The wealth amassed from operations near Bornholme fuel the Union's growth - providing it with new ships, and in time perhaps more influence outside of Omega 15.
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Description
The Junker's Union aspires to be the 'legal' face of Junker operations. The group's entire focus is on the salvage of debris fields, derelict ships, and abandoned stations - while maintaining a semi-militaristic guard presence in order to protect salvaging operations.
While the Union does not include all junkers, or even all junkers operating out of Bornholme, it is made up of a significant portion of those within Omega 15 and parts of Rheinland space. Eventually, the Union hopes to spread out, organizing the salvage workers at each Junker station in Sirius.
The Union is supported both directly and indirectly by the Junker's Congress - which controls the political aspects of the Junkers. The Union maintains a legal public presence, allowing other junkers to move illicit goods without attracting attention to themselves.
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Purpose
//note: this part is all OOC
My intent with the Junker's Union is primarily to provide a direction for new players on the server, as well as to bolster the ranks of the Junkers as a whole. New players need a way to make money, and they need to learn how to RP while doing so.
The plan is to create a faction that can support and teach these players if they choose to join it. I can provide new server members with enough money for a CSV and Junker bribe, and direct them down to bornholme depot where they can RP with other junkers while collecting scrap metal - which, as most people know, makes some serious money down there.
However, I will not let my faction members run rampant. Despite the fact that the Junker ID 'allows' it's members to use everything up to battleships, faction members will be limited in the ships they can use while they are part of it. Only Junker and Civilian ships will be utilized.
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Faction Details
//note: this part is all OOC
Faction Nametag: JU-Name
Official Tag: Junker (no other affiliation tags will be accepted)
Official ID: Junker ID (no other ID's will be accepted)
Ranks:
//Personally, I hate the idea of 'rankings' within a faction, especially a faction such as this which is not militarized. Therefor, there wont be any - but rather there will be 'groups' the players are split into.
Salvagers - Salvagers are those members of the faction who will be actively collecting scrap, salvaging derelict ships and stations, and moving cargo between junker bases. This will be the majority of the faction.
Guards - Union Guards are those who prove themselves enough to earn combat vessels. Faction members will only be given guard status once they have shown that they are capable of exceptional RP in-game, as well as showing decent piloting skills.
Council Members - The Junker's Union is run by a council of leaders, which will be decided over time by the faction leader (myself). Council members will have immediate authority over Union members in-game, unless the faction leader is around. Council members will only be chosen from the most dedicated players of the union who exhibit exceptional RP ability in-game, and show enough responsibility to be given the power this position comes with.
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Faction Ships
CSV (Combat Service Vehicle) - new faction members will be provided with a small amount of credits - enough to buy a CSV and purchase a junker bribe. They are expected to run missions at rochester until they recieve a junker tag and ID, and will then be directed towards bornholme depot (omega 15) to begin salvaging for credits. This is the -only- ship new faction members will be 'given', anything else they must earn for themselves.
Turanic Raiderss Freighter - The turanic freighter is a junker-produced freighter that can be purchased at battleship Schwerin, in omega 15. This is the next 'salvage' vessel faction members are expected to use, once they make enough money to purchase it. The freighter has significant armor and firepower, as well as 400 cargo space - and should be the primary salvage vessel for most faction members.
(//Note: If the Junker Freighter is added in 4.85, it will likely replace the Turanic Freighter as the primary union salvage ship)
Transports:
Members who become wealthy enough to afford a transport must first register for one (send me a PM on the forums). The following transports are allowed-
Transport
Miner
Firefly
Turanic Raiders Light Fighter - The Turanic light fighter is a junker-produced LF available from battleship schwerin, in omega 15. This is the first ship union guard members will use, until they can afford another ship or prove themselves enough to be given funding for another ship.
Death Scythe - This is a junker-produced heavy fighter available from Bornholme Depot in omega 15. It is intended to be the primary union guard pilot ship.
Collector - Higher end union guards will step up to a collector, the junker Very-heavy-fighter. This is the top end guard pilot ship.
Rheinland Pirate Cruiser - Only council members will have access to the pirate cruiser, and they must earn the funding for it themselves. This is the only capship that union members will have access to, and anyone who wants the ship must register for it with me via PM's.
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Faction ZOI
Primary Operating Area
-Omega 15
Secondary Operating Areas
-Omega 41
-Dresden
Limited Operating Areas
-New Berlin
-Hamburgh
-Bering
-Texas
-New York
(//Note: This is the path new faction members must take to get to omega 15/primary operating space. New members who are working on junker reputation for their tag/ID will do so from rochester base in new york)
Faction Affiliations
Allies
-Other Junkers
-Harvesters
Enemies
-Nomads
-The Wild
-Xenos
-Hogosha
Nuetral
-Everyone Else
Note: No union member, guard or otherwise, is authorized to attack -any- other ship unless he, his fellow junkers, or allied ships/stations are attacked first. We are a defensive faction, and will not take offensive action against others unless provoked.
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//This is a preliminary faction proposal. Until I get more members willing to join up, it wont be put into effect. Any comments or suggestions are greatly appreciated, and will help me flesh out the faction design for the time we decide to apply for official faction status.
Weapons:
-Barrager Cannons
-Barrager Turrets
-Transport Turrets (class 1-4, for transports)
-Basic Cruiser Turrets (for council members using the pirate cruiser)
-Basic Cruiser Missile Turrets (for council members using the pirate cruiser)
Codenames: Limited, only use with approval
Nomad Weapons: No-use, any faction members caught using nomad energy blasters, energy cannons, or nomad capship turrets will be removed.
"generic" weaponry:
-Mini Razors (Use only on Collector VHF)
-Cerberus Cruiser Turrets (for council members using the pirate cruiser)
Other ships:
The junker bomber and salvage frigate will be added to the accepted ship list if they are put into the next mod version.
I would be highly interested i joining this, it seems well though up and overwhelmingly put together, it would seem like the right place for a RP based environment, which i prefer most.
Anything on how i can join? perhaps we could exchange a PM or two.
erg...
urk..
SU...
Slaver's Union...
which, I admit, is dead...but...I liked it, and still maintain the character.
Other than that, it looks reasonably nice, although I'm assuming you're going to be allies with the Harvs, to the extent that you help them harvest other blokes, as you've declared in some recent rp...Even if you are just allied, thats going to garner you a whole bucket of enemies, because the harvesters are, as you know, threats to human life. Its much like being friends with the nomads.
Very good effort, and it does seem like a good place to put Junkers working with the price scrap collects there, which is a nice change for new players.
Allying with the Harvesters puts you in bed with the OPG too and pretty much puts the Junkers out of favour with the Outcast alliance. In bed with a Harvester, a Corsair madman and a Junker - that's quite a picture that would make.
SU - wasn't there a Junker faction called Slavers Union?
And as a location for new players, bear in mind the BH presence in Omega 15 (and the small matter of the RM), plus it is the access point to the BH Guard system, and, which may be even more important if the propsed i.d. changes go through, the sole route for BHG to the Omicrons via Omega 41: they will HAVE to go past Bornholme. And you know those BH guys are trigger happy at the best of times.
//Great... let me rename my junker right away... Khm...
This is Junker Stardust, reporting for joining....
Donate to the Poor Pilot's Fundation via Sirius Bank /givecash GreenHawk 1000000 now, and support poor pilots sirius wide!
Skype: jure.grbec
My primary char: Jose El Nino - Corsair Elder captain of the SS Greenhawk
Currently Inactive due to pursuit of life long dreams, will be back...*edited* As promised am back.
I havent seen any SU tagged players in my entire time here. If they arent an active faction, then I'm sorry but their tag is getting taken. It's the best name I've found for the group.
As for the harvester thing - other junkers are already allied with them and it doesnt screw up our rep with anyone else. I dont see why it would here, harvesters offer junkers protection in exchange for a place to dock and repair.
Sounds very interesting mate.
As for tag if you get greif modify it a little
{SU}
[SU]
-SU-
-{SU}-
*SU*
*{SU}*
just some example's.
My junker Guard probly will not join as his ship is already past your ship list, but i may make a Colector char, and join up.:cool: