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The Consortium

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The Consortium
Offline Lobster
08-22-2010, 10:01 AM, (This post was last modified: 08-22-2010, 10:03 AM by Lobster.)
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Member
Posts: 1,806
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Joined: Dec 2009

Type-10X ACD
Callname: AI Fighter Drone (Marsflier)
Role: Unmanned beam-weapon carrier/support fighter



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)
<!—color

(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.

---

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.

---

-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.

Type-332 DDK
Callname: Storta
Role: Interceptor-Destroyer


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).

---

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)

---

Type-123 MCS
Callname: Prison Liner
Role: Multi-purpose armored transport/auxiuiliry carrier

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.

---

Type-125 MCS
Callname: Slave Liner
Role: Multi-purpose armored transport/auxiliary carrier

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.

---

Type-1 BBHC
Callname: Morningstar
Role: Fleet Flagship

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)

---

-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.

---

Type-88 FR
Callname: Dromedary
Role: Dropship, Freighter, Personnel Shuttle

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.

---

Type-63 FR
Callname: Civilian Freighter
Role: Shuttle, Fuel Tanker

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

---

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.

---

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.

---

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.

---

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.

---

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.)

[Image: cszoibar.png]

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)

[Image: cszoi.jpg]
***

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.

---

[url="http://img134.imageshack.us/i/csrecruitmentbar.png/][Image: csrecruitmentbar.png]
[/url]


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.)

---

[url="http://img79.imageshack.us/i/csdiplomacybar.png/][Image: csdiplomacybar.png]
[/url]


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)

Mollys
Junkers
Phantoms*
Bretonian Armed Forces
Bretonian Police
Bretonian Corporations

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.)

---

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.

---

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.)

---



[Image: csrankingbar.png]
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.
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Messages In This Thread
The Consortium - by Lobster - 08-22-2010, 10:00 AM
The Consortium - by Lobster - 08-22-2010, 10:01 AM
The Consortium - by Lobster - 08-22-2010, 10:04 AM
The Consortium - by Lobster - 03-30-2011, 01:45 PM
The Consortium - by Pinko - 03-30-2011, 02:54 PM
The Consortium - by Lobster - 03-30-2011, 03:11 PM

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