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BlackBishop

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Jun 13, 2012
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Star Reach : The Fringe

IRC Chat is here, type /join #Star_Reach
All players are asked to be respectful of others in IRC chat or face my wrath.

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"Fifty years. Fifty years since the attack on Moscow Station. Fifty years since the United Sol Governments and the Separatists fought for dominance over the colonies. Fifty years of hell. Many sought to escape the bloodshed. A new frontier was opened up, a series of new star systems discovered and worlds colonised. Some came for peace, others for the USG or the Seperatists, and many more for a flag of their own.
Exhausted, the USG and the Separatists seemed to be headed to peace, until the bugs came. The insectoids, seemingly content in their isolated star system, suddenly struck out at the colonies of humanity.
Now, all the former worlds are dark. What little news reaches us here in the fringe is all abysmal. Sol in ruins, the Central Rim plagued by the bug threat, and the Outer Rim, a devastated wasteland from our folly and the invasion of Insectoids.
All that remains of humanity, is here, in the struggling colonies of the Fringe. Mercenary companies roam the systems looking for work while the colonies struggle to sustain their populations, and etch out a living among the stars.
This is the new chapter in humanity's existence, and I fear it may just be another nightmare in the violent history of mankind, since we first reached for the stars."
~ Admiral Alexis Diodorus

* * *

Chapter One
Welcome to the Fringe

Fall of Cleisthenes City
One Less Son

FNN Quarterly Report
Press For Truth

HyDap

Chapter Two
The Atheneum Bug War

The Blind Justice
Bug War AAR
01.08.3051 Quarterly Report
The Deadwood
01.12.3051 Quarterly Report



* * *

Rules
This is an RP game. Players will act according to IC and IC alone. I may ask you at any given time for you to defend an order in IC. If I believe you are letting OOC influence your actions, you will be asked to amend orders, or they will be done for you.

Be respectful of your other players. No trolling in IRC chat.


How To Play
In Star Reach you will take the role of a group of refugees fleeing the devastation of the Core Colonies, AKA Sol, Central Rim and the Outer Rim. Humanity has been all but wiped out by internal strife and an invasion by a vicious enemy, the Insectoids. Players must choose whether they shall aspire to settle as a colony or a company.
Colonial Regime
Players seeking to become a colonial power will begin the game at the head of a flotilla. A large civilian fleet with up to 100 000 colonists looking to them for leadership and protection. Colonies first concern should be settling a world and seeing to the defense of their borders. Only one colonial regime per world.

Colonies have two orders per turn. Colonial orders and fleet orders. Colonial orders are anything based upon their chosen planet of observation, or sphere of influence. This include's their colonial defense force that can be tasked with the defense of trade routes and their imminent domain. Player's may explore the surface of their planet or moon, or build projects that will increase their economy and populations, as well as overall defense. All Colonial orders should be geared to improve three stats...

Population
Your current level of taxpayers that rely on you for leadership. They are your workforce, pilots, soldiers, and administrators. Provide them with a good standard of living, and they will be loyal. Do not, and you can expect them to abandon you. Of course fear and propaganda will keep them in line as well.

GDP
This is the measured value of your economy in millions of credits (m.cr.). Player's may make investments and form contracts not exceeding this figure, as all purchases will have an adverse effect on your economy, at least in the short term. Building an outpost in the Fringe for instance, will cost 30 m.cr. The investment will cause a ripple effect of workers and resources breaking off from your colony and outside your influence, causing your GDP to subsequently lower by 30 m.cr.

Defense Level
Building armed space stations, bases, planetary defense fleets, etc are considered a lost investment. These expensive measures draw wealth from your economy with no return, however they are essential to survival in the Fringe. Each defense project raises your level of defense, and creates a protective barrier between your colony and your enemies.


Colonial Company
Though they will not wield the same influence as the regimes in the narrative of the game, at least not at the beginning, there is one thing that puts companies in an advantage. Unlike the colonies that are stationary after they settle their flotilla, companies have the advantage of mobile bases, which can move from sector to sector of the Fringe, for a cost. Whether your base is a roaming ship or fleet, is up to you. Like the regimes, the base of the colony has their own defense force and is capable of setting out patrols and exploring the imminent domain of the base. Company orders will be concerned, like the colonies, with gaining the following stats...

Workforce
The backbone of your company. Your workers carry out the logistical support of your operation and serve as your soldiers in the field. Keep them well paid and they will remain loyal.

Account
Your credit account represents your surplus after paying your workforce and maintaining your ships. Keep it in the black, or see your people begin to abandon you.

Defense Level
Represents the additional ships and battalions that defend your base of operations. Though expensive to maintain and a drain on your account, this level is paramount in defending you from your rivals.

Mobile Base
Entering a new sector is an expensive procedure and a logistical burden. Your ships need fuel and resupply before pushing off. 5 m.cr. cost is deducted from your account with each move, and takes up an entire base action.


Fleets of the Fringe
Whether you command a great colonial fleet or a company battle group, your ships are the sword arm of your faction. Each player begins the turn with a move order and an action order and the fleet/battle group acts as a single unit. Use your fleet to explore, secure resources, expand your borders and take out your rivals. There are a few things that players should keep an eye on, however.

HP
Hit points represent the health of your fleet or battle group. Once the counter drains from 10 to 0 you will begin losing your best ships and great strain will be levied on your economy and population. A turn dry docked at your HQ refills this counter to 10.

Fuel
Tylium ore is an element that exists widely in space, and can be mined across the fringe, as well as synthesized in 'hot labs'. Used to power ship FTL drivers as well as weapons, each turn of operation for your fleet uses up a unit of fuel. Player's may purchase fuel at a cost of 5 m.cr. per unit from other players or NPCs, or spend a turn mining their own to refuel their supplies. Your HQ is assumed to have refining capabilities, thus operations within your own home sector do not use up this resource.

In brief...
Colony
Population:__
GDP:_
Def Lvl:_
Order: 1 Project/turn

Fleet
HP:_
Fuel:_
Order: 1 Move, 1 Action

Company Base
Agents:_
Account:_
Order: 1 Project or move/turn

Battle Group
HP:_
Fuel:_
Order: 1 Move, 1 Action

* * *

Signing Up
Please use the following format when signing up...​
Faction Name:
Leader Name(s): The character or characters that will be central to your ICs
Flotilla/Ship: Select your starting fleet. A flotilla with up to 100 000 colonists, or a single ship with up to 1000 crew. This will decide your influence in the Fringe - a flotilla able to grow into a colonial regime, and a ship growing into a company.
Colony/Company Mandate: Choose whether to focus your faction on military, economy, or stealth. Mandate's are not final, and will be able to change for an economic penalty.
A Military Mandate will yield a bonus to all your Fleet/Battle Group operations.
An Economic Mandate will yield a bonus to all Colonial/Base operations.
A Stealth Mandate will keep your fleet/battle group hidden from other players - detected only upon a failed operation.
Alignment: Imperialist, republican or neutral. Your choice in alignment is purely IC. I would expect players to use this as a guide when having relations with other factions. I would expect imperialist players to have cold dispositions toward republicans and vice versa, as well as a level of distrust for neutral factions.
Bio:

The character sheet will be a handy reference for readers of your ICs, as well as myself when writing updates, and will be linked on the roster post. So make them as detailed as possible, and up to date throughout the game. Once player's settle a planet, they may post more details on the world they have settled and the nature of the colony or company they are building.

* * *

Contracts
Colonial powers will have the ability to propose contracts to the smaller company's of the fringe. The nature of the contract is determined by the colonial regime. Colonies could hire companies to explore a sector of space, patrol a trade route, or attack an enemy. All contracts, however, pose a strain on the colony's economy, though long term rewards may be gained. Colonies in a good financial position will have the advantage of drawing more lucrative contracts, and thus luring more companies to their cause. Should a company fail in successfully carrying out a contract, the Colony loses it's initial investment in the contract, and nothing more, while the company retains its initial signing bonus. Contracts are low risk for the colony, while potentially lucrative for both the company, and the colony. At the very least, Colonial players can expect an NPC company to sign every contract.

For example,

The Atheneum Directorate Resource Ministry​

The AD Resource Ministry has hereby ordered the opening of the Achadia Asteroid Field to private mining firms. Signees are hereafter permitted to begin mining operations at the expressed consent of the Resource Ministry, to begin the expedition of precious minerals from the asteroid field to New Athens. Companies are offered a 15 million credit sign on bonus, as well as a royalty on all minerals sold to New Athens. The Atheneum Directorate is not responsible for any expenses beyond the initial sign on bonus nor royalty offered, as well as any unforeseen hazards in Atheneum space.​

15 m.cr. economic contract proposed.

[x] Signed, Nichanos Petros, Minister of Resources

The economic structure for companies and colonies will differ, with company's having a treasury in millions of credits (m.cr.) and colonies having a GDP figure, which will be an overall value of that colony's economy. A 15 m.cr. contract will cost a decline in the GDP by 15 m.cr., no matter how many companies sign on.

Like the Colonies, companies may also propose contracts. Company contracts may be proposed to a specific colony, or sub-contract to other companies. A sub-contract guarantees at least an NPC signee, but there are no guarantees that a colony will sign your proposal.

Kelmore Mining Compay​

KMC hereby proposes that the Archadia asteroid field, held by the Atheneum Directorate, yields to private mining interests of the KMC. A standard 15 m.cr. sign on fee plus royalties of minerals sold would serve the best interest of both parties. Expenses beyond which will be carried by the KNC and it's subsidiaries.

15 m.cr. economic contract proposed to the Atheneum Directorate.

[x] Signed, Guval Demitris, President, CEO of KMC

Players will have a limit of one contract proposed, or signed per turn. Contracts will only last a period of one turn, and need to be resigned each additional turns. Location of company fleets will be a factor when signing contracts, as it will take time to travel from sector to sector.

* * *

The Extranet, and protocol for lengthy ICs
Though I enjoy reading lengthy ICs, an over abundance can bog me down and intimidate other players. I would like to make Star Reach accessible to all, therefore such lengthy ICs will be accompanied with a brief outline in the form of an extranet report. The extranet is an all pervasive force in Star Reach, though it went dark in the Rims, it is alive and well in the Fringe. Should a player craft an IC strictly of character development, then no outline would be needed. However, if they write a lengthy IC that has any significance, great and small, within their company or beyond, I ask that you write an outline at the bottom of your IC.

For example, an long IC written to establish some character development will not require much of an outline if at all. Say the IC is written to the setting of dogfight training exercises in an asteroid field, then perhaps the writer can write something like; 'The extranet reports rumours of Generi Co. conducting fighter training in the Platinum Field orbiting Dagobah.'

Another more prevalent IC may be a joint between two players in which their leaders meet to discuss an alliance. Something so substantial would demand an outline if it is lengthy. 'The extranet is abuzz with reports that Lord Hud of Klingonia and President Altros of Galactia have arranged a secret summit in which a possible alliance was discussed.'

There will be few secrets in the Fringe, and many informants in all factions are assumed to exist. Extranet briefs following ICs coupled with updates done in the format of extranet news reports will, I hope, make skimming the thread seem more like browsing the internet, rather then just another forum game.

* * *

Moving Around The Fringe
There are no shipping lanes in the Fringe, at least not yet, the only one being the connector to the Outer Rim that was destroyed. Instead, ships will have to rely on their FTL drives to navigate.
Obviously, without the use of a compass, communicating move orders can be a bit tricky. When moving about the settled area of the Fringe, it is easy enough to simply state the star system of your current location and your target area. such as...
Atheneum Directorate orders fleet from Atheneum to Potus Binary.

However, once players move beyond explored space into Darkspace, the unexplored area surrounding Fringe, it will be trickier. I ask that you all use this method with voicing your desire to navigate throughout darkspace...

RnK8Gkb.png
Here we see a player's fleet in the Atheneum Star System, represented by a blue triangle. It is best to think of a sector of space as a clock. For instance...

brTNteY.png
Here is a basic idea. Now for instance say the player would like to move his fleet to the sector at 2 o'clock he would write his order in bold as
Atheneum Directorate Steers Fleet to vector .2 and commence FTL Jump.

If he wished to move to the sector at 5 o'clock...
Atheneum Directorate Steers Fleet to vector .5 and commence FTL jump.



The Story So Far...

At the dawn of the 31st century, mankind had spread beyond their solar system, and colonised many different worlds. Corporations were the dominant force of the colonies, wielding more influence and power then governments. War had been outsourced to private military firms and fought for profit instead of ideals, that is until the Great Colonial War.

The United Sol Governments

Directed by the Emperor on Earth, and the appointed Senate, with their elected puppets in the Consortium, the USG maintained the status quo of giving unbridled power to corporations, while subscribing to the philosophy that all colonies existed to provide a better quality of life on Earth, and the core colonies. Imperialist and conservative ideals gained them loyal followers whom believed in the rule of law. Those who dared to break the doctrines of the USG were sentenced to serve time in the Marine Corps, a vast prison fleet that fought a constant war with the insectoids of the isolated binary star system, Helix.

The Colonial Republic
Made up of Consortium officials, tired of the semi-democracy of the USG, and the iron rule of Earth over the colonies, the Colonial Republic, also known as Seperatists, broke off from USG affiliation, desiring to pursue sovereignty for the colonies as opposed to imperial rule. Liberal in their ideals, many joined believing in their agenda of freedom for colonials. Elected officials of the Consortium dictated policy, yet, as a republic, it was the choice of individual governments whether to pass Consortium policy into law.

The Great Colonial War
In 3001 ACE, Moscow Station, located in the Central Rim, was attacked as it hosted the annual Consortium delegates. The USG, claiming the separatists to be responsible, sent a fleet into the Outer Rim to establish order, and arrest the leaders of the separatists. Meanwhile, the Colonial Republic denounced the attack, and claimed the USG to be responsible, mustering support in both the Outer and Central Rims. What followed was thirty years of bloodshed and atrocities.

In the beginning the brunt of the fighting was fought by mercenary companies. However, as their numbers waned, and entire worlds were consumed by the conflict, the USG began to divert the Marine Corps from Arachnia, the home planet of the Insectoids within the Helix system, to fight the rebels. Finally, exhausted from war, both sides began to discuss a treaty. An agreement that would see the entire Outer Rim, and part of the Central Rim secede to the CR. Before a treaty could be signed, however, the insectoids attacked.

The Bug War
With the prison fleet of the USG diverted from Arachnia and subsequently decimated in the war, mankind lacked the military capacity to defend itself from any external threat. The insectoids, a varied and resilient race, spread from their star system, using colonial ships to transport queens to the colonies. The result was a devastating war on a fledging mankind. Reznar Prime, the capital of the CR in the Redstar System was lost along with much of their leadership. The Sol system went dark after reporting a great hive in the solar system. All of what had been humanity's colonies are gone, and mankind seems poised for extinction. Only one hope remains...

The Fringe
As the Colonial War heated up, many sought to escape it. Expeditions were sent out in search of nearby stars, and worlds that could be settled. A cluster of stars were found beyond the Outer Rim, and the race among corporations was on to colonise the new worlds, and exploit their resources. Nodes were put into place, and a shipping lane was built to allow 8xFTL, or Warp Drive travel to the new worlds. By the time the bugs attacked, the distant star stystem of Atheneum was thoroughly explored, and New Athens was colonised.

The Atheneum Directorate
As horror stories of the bug invasion swept across the Atheneum colonies, so to did the ire towards the Kelmore Combine, a ruthless mining corporation that had colonised New Athens and ruled the star system with an iron fist, with little regard for the colonists. As the Combine was driven from the star system, the people of the Atheneum colonies set up a government of their own, a council of elected officials to administrate over the colonies and see to their defense. This council was dubbed the Atheneum Directorate. The Directorate is isolationists, concerned primarily with the affairs limited to the Atheneum colonies, caring little for the worlds outside their scope of influence.

E-Day
With the Kelmore Combine driven from Atheneum, and the Directorate established, the colonists of the Fringe believed they could get on with their lives in peace. This would not be the case. Refugees began to arrive from the shipping lane connecting the Outer Rim to Atheneum, the gateway to the Fringe. Unbeknownst to them, they brought insectoid queens, stowed aboard their ships. The worlds of the Directorate, on the verge of falling to the bug threat, took drastic action to protect the Fringe worlds. The call was made to destroy the shipping node connecting the Fringe to the Outer Rim, and thus cutting the Fringe off from the rest of the fallen colonies of humanity. This day became known as Extermination Day, or E-Day. The shipping lane was extinguished, and in doing so, many who traveled along the nodes through warp space, became trapped in the infinite distance between the Fringe and the Outer Rim. It was hoped that closing the lane would protect the Fringe from the bug threat.

One last group of refugees managed to come out of warp space within FTL distance of Atheneum, clearing the debris field of the shipping node and all the Fringe now before them. Some believe that they can finally find peace in this new found home for humanity. Some would say that is naïve, saying what lies ahead is only a new nightmare...

All players begin the game as newcomers to the Fringe, having just come out of Warp Drive, travelling a year along the shipping lane to get to the Fringe from the Outer Rim, finding the Atheneum Directorate Fleet barring their advance into the Fringe.
 
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Star Map


The Fringe
(opening in a new tab will provide a better view.)

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All players begin the game in Atheneum System, the central star system, ruled by the Atheneum Directorate. Fleets and Flotillas may move one sector per turn. A Sector being the larger, bolder hexagon.​


Atheneum System
Currently under First Class Quarantine
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((all planetary bodies listed from 12 o'clock position, going clockwise. Planets listed as Minors are moons.))

Icarus Prime
Gas giant close to Atheneum orbit with it's satellite, Icarus Minor. Though an extremely hazardous atmosphere, the giant is surrounded by a dense asteroid field that has proved profitable in Tylium ore mining.

New Athens
Capital Planet to the Atheneum Directorate with it's satellite, Agatha. Rich in resources and with nearly a quarter of the planet terraformed to accommodate human life.

Agatha Asteroid Field.
Located just beyond New Athens, this asteroid field is rich in Tylium Ore.

Sparta
Sparta is a cold rock planet furthest from the Atheneum Star. A hotbed of pro Kelmore activity.


Chrimera Star System

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New Autem
Claimed by the Kingdom of Arlia. (LightsShadows)

Chrimera Beta
Optproc establishes a Base of Operations. (KingHigh)

New Styria
Claimed by the Archduchy (ArchDuke)

Charlie Minor

Chrimera Echo
Base of Operations for Kelmore Combine Mining Company (NPC)

Echo Minor
The Sentinels have established a Base of Operations. (Erthain)


Potus Binary Star System

1xwNkyO.png

Potus Alpha
ICE have established a Base of Operations. (Bialaska)
New Fringe Shipping (NPC)

Potus Beta
The New Anthropic Republic has claimed Potus Beta. (Fingon)

Beta Minor

Potus Charlie

Charlie Minor
Gosgossos Enterprises establishes a Base of Operations (Bab)

Charlie Minor II


Greenstar Star System

Z8rF8rR.png

Greenstar Alpha

Claimed by the Heren State. (Noco)
VKRC have established a Base of Operations. (Ranger)
MD&V Inc have established a Base of Operations (GreatSlayer)

New Syrious
Claimed by the Colonial Regime, United Sol Governments Imperial Remnants. (Jeeshadow.)

Beta Minor

Saan
Claimed by the Corsairs of the Fringe. (Max)

Greenstar Echo
Orbited by the SOTI Battle Group (Groogy)
Base of Operations for the Sons of the Confederacy (NPC)

Echo Minor


Diomedes Star System

BPS5K6Z.png

Diomedes Alpha
Claimed by the House of Dragarian. (Zex)

Diomedes Beta
Base of Operations for Kestral Company (Galren)

New Earth
Claimed by the United Sol Governments Senatorial Remnants, USGSR. (Alex)

Charlie Minor
Base of Operations for Black Suns. (Haresus)

Diomedes Echo
SecuCorps Base of Operations (NPC)

Echo Minor


Darkstar Star System

iy6rTbc.png

Darkstar Alpha
New Horizon Technological Solutions Base of Operations (NPC)

Darkstar Beta
Base of Operations established by Marte's USG Remnants (Pluto)

Darkstar Charlie
Claimed by the ZU. (Tapp)

Charlie Minor

Darkstar Echo
AEDAN establishes a Base of Operations on Echo.

Echo Minor


Hydra Star System

IAqFI9P.png

Keter
Claimed by the ComStar Directive (Grimm)

Hydra Beta
Claimed by the New Wolf Republic. (Matth)

Beta Minor

Shawnigan
Dominion of Shawnigan AKA Blobia (Dadarian)

Charlie Minor
Base of Operations for RaIn Company. (Jcucc)

Cobb's Rocks
Livin Legends have established a Base of Operations. (Deag)
New Media Relay Station (NPC)
 
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Dossiers

Colony Classes

Flotilla
A Colonial Regime that has launched an exodus of their world, fleeing disaster, and now maintains it's declining population within a massive civilian fleet in the hazards of space. It is a brutal form of existence that is taxing on the morale of colonists and administrators alike. Every quarter passed ensures further drains on resources as the people of the flotilla etch out a living among the stars in vulnerability and ill comfort. The strain on resources make a small number of corvettes and fighter squadrons the only logistical option for regimes operating at this level.

Backwater Settlement
Having settled a new world, the people of a backwater struggle to overcome the hardships of adapting to a hostile world. Local resources are being mined at this level, and a more permanent settlement is being established. Colonies operating at this level are generally viewed as backward and something of yokels. Despite this, the new access to resources is allowing industry to steadily rise and new ships to begin to be built. It is assumed that Backwater Settlements have their own police and defense forces to keep a growing colony secure, yet their armed fleet would be much the same as a flotilla.

Prosperous Colony
Sophisticated mining operations are fully under way in the prosperous colony. Means have now been reached in which a single trade route can be established, and shipyards by now have begun to build new fighters and corvettes, as well as the capability to add destroyers to their fleet. In order to maintain a prosperous colony, some conditions have to be reached...
Purchased a Defense Level of 1
Maintain a Quarterly GDP not below 0 m.cr.
Fuel Capacity Raised from 1 unit to 2


Colonial Capital
The entire planet claimed by the colonial capital has been thoroughly surveyed and it alone is the undisputed power of the planet. A colonial capital has the capacity to build an additional trade route and to add Cruisers to its growing fleet. Planetary invasion is now a viable option for the Colonial Capital as it wields the resources and influence to conquer entire worlds. Colonial capitals have succeeded in the following feats...
Purchased a Defense Level of 2
Maintain a population of at least 100 000
Planet has 2/2 explore events resolved
Attack Capability Raised
Fuel Capacity Raised from 2 unit to 3


Solar Empire
With the ability to expand their borders beyond your own settled world, Solar Empires have incredible influence to both economically, and militarily dominant their rivals within their solar system. Capital ships can now be built within their ship yards, and yet another trade route can be built to maintain their prosperity.
Control an entire solar system

Interstellar Empire
Spreading from beyond even their own solar system, interstellar empires seek to establish their dominance in far away systems, able to build an additional trade route as well as control a vast fleet. Their power is undeniable.​



Colonial Regimes

The United Sol Governments​
The USG is an imperialistic semi-democracy. The people of the colonies elect officials into the Consortium to represent their interests every four years. Representatives of the Consortium passed bills into law and debated issues facing the Colonies. Some criticized that members of the Consortium were bribed, extorted and threatened to serve the interests of the Senate. The Senate were appointed members of the ruling elite of the Colonies. They represented powerful business interests and had veto power over Consortium. The Senate elected the Emperor from among their own ranks and ruled the colonies with an iron fist behind a veil of democracy. The Emperor oversaw the Senate and was the supreme commander of the USG. The office of the Emperor served at the behest of the Senate and served for a lifetime or until a vote of non-confidence in the Senate. Throughout the history of the USG there were timid Emperors that were known to be puppets of more powerful senators that ruled behind the scenes, as well as influential and powerful Emperors that wielded incredible authority over the Senate, such as Emperor Zion, the last Emperor of the USG, believed dead from the Insectoid invasion of Sol.
The USG had a professional army known as the United Sol Governments Security Force. The USGSF was a relatively small force as most threats were dealt with using private security companies, and mercenary outfits. USGSF was primarily concerned with the protection of USG property and VIPs, such as members of the Senate.
At the time of E-Day, Sol and much of the Central Rim was dark, and the USG was split into over a dozen splinter factions that fought over the scraps of the USG empire and attempted to defend against the Insectoid threat.



The Colonial Republic​
Founded by Aaron Hughes, a former Senator, Hughes was uncovered to be plotting a revolt against the USG and to initiate a separatist movement in the Outer Rim. The goal of the Colonial Republic was to transfer authority from the Senate and the Emperor and into the hands of the Consortium, the elected representatives of the Colonies. The CR was popular among the poor and Outer Rim colonies as it promised freedom from the authority of Earth, and to allow the wealth of the colonies to stay within the respective economies, rather then be transferred to the core. The CR won stunning victories during the Colonial War and successfully brought sovereignty to most of the colonies of the outer rim. The Central Rim, however, remained a stronghold for the USG.
The chaos of the bug invasion, however, ripped the CR apart. Reznar Prime, capital of the CR in Redstar, was lost early in the war, and Aaron Hughes was killed in the fighting. The CR fractured and split, fallen to infighting as the USG pushed back out into the Outer Rim, and more bugs followed close behind.
As E-Day came, all the worlds of the CR were dark and believed lost.



The Atheneum Directorate
Military Mandate
Lord-Admiral Alexis Diodorus, The Directorate Council
Capital: New Athens, Atheneum Star System
Class: Solar Empire
Alignment: Neutral
Reputation: Grey


Jeeshadow
The United Sol Governments Imperial Remnant
Mandate:
Leader: Emperor Andrew Altamiranda
Capital: Greenstar Beta
Class: Prosperous Colony
Alignment: Imperialist
Reputation: Imperial Protecterate

MP: 94 000 Cap.
GDP: 25 + 55 + 25 - 50 = 55mcr
HP:10
Fuel: 0
Capital: 1/2 Explored
Fleet LK: Atheneum
Defense Level 1


Alexander
The United Sol Governments Senatorial Remnant
Mandate: Economy
Leaders: Senators Stahl, Kruschev, Westinghouse, Atencio, and Maximilian.
Capital: New Earth
Class: Colonial Backwater
Alignment: Imperialist
Reputation: Imperialist

MP: 104 000 Cap
GDP: 30 + 15 + 25 = 70mcr
HP:10
Fuel:1
Fleet LKL: Diomedes


Fingon
The New Anthropic Republic
Mandate: Combat
Leader: Admiral-General Nasser
Capital: Potus Beta
Class: Colonial Backwater
Alignment: Neutral
Reputation: Unknown

MP: 105 000 Cap
GDP:15mcr
HP:10
Fuel:1
Fleet LKL: Atheneum


Noco
The Heren State
Mandate: Economic
Leader: Commissioner Lehrman, Commandant Zolotov
Capital: New Heren
Class: Colonial Backwater
Alignment: Imperialist
Reputation: Unknown

MP: 106 000 Cap
GDP: 65mcr
HP: 10
Fuel: 1
Capital 1/2 Explored
Fleet LKL: Greenstar


LightsShadow
Kingdom of Arlia
Mandate: Economy
Leader: Erion and Belinda Arlian
Capital: Chimera Alpha
Class: Colonial Backwater
Alignment: Republican
Reputation: Unknown

MP: 98 000 Cap
GDP: 20 + 15 + 15 = 50mcr
HP: 10
Fuel: 1
Fleet LKL: Atheneum


Tapscott
Zenith United
Mandate: Economic
Leader: Overseer Jonathan Baptiste
Capital: Diyu, Darkstar System
Class: Colonial Backwater
Alignment: Imperialist
Reputation: Unknown

MP: 98 000
GDP: 15 + 40 = 55mcr
HP: 10
Fuel: 1
Fleet LKL: Atheneum


Zex
House of Dragarian
Mandate: Economy
Leader: Lord Aegon Dragarian
Capital: Dragneel
Class: Colonial Backwater
Alignment: Imperialist
Reputation: Unknown

MP: 95 000 Cap
GDP: 15 + 50 = 65mcr
HP: 10
Fuel: 1
Fleet LKL: Atheneum
Capital: 1/2 Explored


Grimm
The ComStar Directive
Mandate: Economy
Leader: Uriah Salter
Capital: Keter
Class: Colonial Backwater
Alignment: Neutral
Reputation: Unknown

MP: 101 000 Cap
GDP: 45 + 25 = 70mcr
HP: 10
Fuel: 1
Capital: 1/2 Explored
Fleet LKL: Hydra


Matth
The New Wolfen Republic
Mandate: Economy
Leader: President Matthew Wolfe
Capital: New Wolfen
Class: Colonial Backwater
Alignment: Neutral
Reputation: Unknown

MP: 102 000
GDP: 10 + 50 = 60mcr
HP: 10
Fuel: 1
Capital 1/2 Explored
Fleet LKL: Hydra


Archduke
The Archduchy
Mandate: Economy
Leader: Archduke Leopold Von Back
Capital: New Styria
Class: Prosperous Colony
Alignment: Neutral
Reputation: Imperial Protecterate

MP: 93 000
GDP: 30 + 45 - 50 + 5 = 30mcr
HP: 10
Fuel: 1
Capital: 1/2 Explored
Fleet LKL: Atheneum
Defense Level One


Endovelicus
The Yenthals
Mandate: Combat
Leader: Miss Joanna Kerpstam
Capital: Potus Charlie
Class: Colonial Backwater
Alignment: Neutral
Reputation: Unknown

MP: 100 000 Cap
GDP: 5mcr
HP: 10
Fuel: 1


Dadarian
The Shawnigan Dominion
Mandate: Economy
Leader: Headman George Steel
Capital: Shawnigan
Class: Colonial Backwater
Alignment: Neutral
Reputation: Unknown

MP: 101 000
GDP: 50mcr
HP: 10
Fuel: 1
Capital 1/2 Explored
Fleet LKL: Hydra


Maxwell
Corsairs of the Fringe
Mandate: Combat
Leader: Salladhor Saan, The Pirate King
Capital: Saan, Greenstar System
Class: Colonial Backwater
Alignment: Imperialist
Reputation: Unknown

MP: 102 000
GDP: 15 + 30 + 30 = 75mcr
HP:5
Fuel:1
Capital: 1/2 Explored
Fleet LKL: Greenstar
Company Classes

Lone Ship
Lacking any kind of support network for their flagship, the company reduced to a lone ship is perilously close to oblivion. A crew of a thousand and a fledging battle group it's only line of defense, the primary objective for any company at this stage is to establish a permanent base on the surface of a world, or a mobile fleet with support ships, most importantly, a refinery ship to keep their battle group stocked with fuel.

Backwater Station
Having managed to establish logistical support and a base of operations, the backwater company may now focus on increasing their military or economic might in the colonies. Most importantly, is to begin the expensive and painstaking process of building up defences to safeguard their foothold on the Fringe systems. Investments in defense capabilities will ensure the backwater company will be viewed as prosperous.

Prosperous Company
Having ensured the defense of their Base of Operations, at this level, companies can begin to establish a permanent patrol zone in which to contribute to profits and maintain expenses. Corvettes can now be built and purchased at this level to support the fighter squadrons within the company battlegroup. In order to maintain this level, however, a standard level of contentment was exist within the morale of agents and employees.
Defense Level of 1 Acquired
Credits Account not below 0 m.cr.
Fuel Capacity Raised from 1 unit to 2



Colonial Company
Now armed with the capacity of building bases across the colonies, the Colonial Company now has the capacity to include destroyers in their growing fleet. Another patrol zone can be established and more lucrative contracts will readily become available. At this level, maintaining a companies credits account is a necessity.
Defense Level 2
Manpower not below 1000 personnel
Attack Capability Raised



Multi-Colonial Company
The power of the MC Company rivals that of even the colonial regimes. They have multiple bases in multiple star systems with the capacity to build or buy Cruisers. A permanent presence in multiple star systems is required to maintain this level.
Hold no fewer then 2 bases
Fuel Capacity Raised from 2 unit to 3


Corporate Colony
The bases of the Corporate Colony resemble massive cities as they surpass the power of governments. It is at this level that colonies may establish a government of their own, and even build their own empires, crushing rivals and all whom oppose them. Taking a world for their own, establishes the company as a corporate colony.​

Haresus
The Black Suns
Mandate: Stealth
Leader: Captain Lance Livingston
Base: Shadow of Mars
Class: Backwater Station
Alignment: Neutral
Reputation: Unknown

MP: 1200 Cap
CA: 5mcr
HP: 10
Fuel: 1


Jcucc
Raiders and Infiltrators Incorporated
Mandate: Stealth
Leader: Supreme Leader Alfred Wilson
Base: Discretionary Valor
Class: Prosperous Company
Alignment: Neutral
Reputation: Unknown

MP: 1950
CA: 10mcr
HP: 10
Fuel: 1
Fleet LKL: Hydra
Def Lvl 1


Aedan
Atlantean Espionage Defense and Assault Network, AEDAN
Mandate: Stealth
Leader: Liestucian Senum
Base: The Scimitar
Class: Backwater Station
Alignment: Neutral
Reputation: Shadow Enforcer

MP: 900
CA: 10 + 20 + 45= 75mcr
HP: 10
Fuel:1
Fleet LKL: Darkstar


Pluto
Marte's Remnants
Mandate: Combat
Leader: Captain Artis Marte
Base: The Obligation
Class: Backwater Station
Alignment: Imperialist
Reputation: Unknown

MP: 1100
CA: 40mcr
HP: 10
Fuel: 1
Fleet LKL: Atheneum


Erthain
The Sentinels
Mandate: Combat
Leader: Captain Nathaniel Hallis
Base: The Mercy
Class: Backwater Station
Alignment: Republican
Reputation: Unknown

MP: 1300
CA: 45 + 30 = 75mcr
HP: 10
Fuel: 1
Fleet LKL: Chrimera


Baboush
Gosgossos Enterprises
Mandate: Combat
Leader: Qu'Aith Toloro
Base: Jahogo
Class: Backwater Station
Alignment: neutral
Reputation: Unknown

MP: 1100
CA: 40 + 30 = 70mcr
HP: 10
Fuel:1
Fleet LKL: Hydra


Ranger
VKRC
Mandate: Economic
Leader: Laurens Reael
Base: Vliegende Hollander
Class: Backwater Station
Alignment: Neutral
Reputation: Unknown

MP: 1000
CA: 0mcr
HP: 10
Fuel:1


KingHigh
OptProc Collective
Mandate: Combat
Leader: Lt. Col. Hayden Zemke
Base: The Delivery
Class: Backwater Station
Alignment: Neutral
Reputation: Unknown

MP: 1050
CA: 35 + 25 = 60mcr
HP: 10
Fuel: 1
Fleet LKL: Atheneum


Deaghaidh
Livin' Legends
Mandate: Combat
Leader: Jayne Cobb, Jaimie Flemming
Base: The Radiant Cobb
Class: Backwater Station
Alignment: Republic
Reputation: Unknown

MP: 700
CA: 10 + 25 + 5 = 40mcr
HP: 10
Fuel: 1
Fleet LKL: Hydra


Bialaska
Industrial Core Enterprises, I.C.E.
Mandate: Economic
Leader: Sam Taylor
Base: The Ice Queen
Class: Backwater Station
Alignment: Neutral
Reputation: Unknown

MP: 1000
CA: 20 + 25 + 75 = 120mcr
HP: 10
Fuel: 1
Fleet LKL: Potus Binary


Galren
Kestral Company
Mandate: Economic
Leader: Jared McNeil, CEO
Base: Tess Doerner
Class: Backwater Station
Alignment: Prosperous Company
Reputation: Successful Business Model

MP: 2100
CA: 30 + 45 + 40 = 75mcr
HP: 10
Fuel: 1
Fleet LKL: Potus Binary
Def Level 1


Groogy
Penedryn Inc. Special Operations and Tactical Insertion Division, SOTI
Mandate: Combat
Leader: Col. Gareth Vaughn
Base: Orion
Class: Backwater Station
Alignment: Neutral
Reputation: Unknown

MP: 1750
CA: 10 + 35 + 35 = 80mcr
HP: 10
Fuel: 1
Fleet LKL: Atheneum


Sneaky
I.S.F.
Mandate:
Leader: The General
Base: The Crash
Class: Backwater Station
Alignment: Neutral
Reputation: Unknown

MP: 1300
CA: 0mcr
HP: 10
Fuel: 1


GreatSlayer
Modern Detergents and Ventilation Inc.
Mandate: Stealth
Leader: Hannah Bukowski
Base: The Ruby Pearl
Class: Backwater Station
Alignment: Neutral
Reputation: Unknown

MP: 1100
CA: 0mcr
HP: 10
Fuel:1

 
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Investments
With the exception of Outposts, that are built by your fleet, Investments do not consume an order.

Colonial Contracts
Colonial powers may propose a contract to the companies of the Fringe, in the form of a Military, Economic or, in secret, a Clandestine (done through pm - include me in your recipients.) Contracts. Colonial Regimes may only propose one contract per turn, and cost a minimum of 15 m.cr. to the companies overall GDP worth. There is no limit to how many companies may sign on, but I expect IC to be a factor when companies decide whether or not to sign a specific contract.
No less then 15 m.cr.


Company Sub-Contracts
Companies may propose Military, Economic and Clandestine (done through pm - include me in your recipients.) Contracts to other companies. The standard cost is 15 m.cr. Company contracts, however, are specific to the number of signees or the desired signee. Each signee will cost a company the sign on bonus offered. Companies may propose contracts to Colonial powers for free, as well. This however, is in no way guaranteed to be agreed to by the proposed power.
No Less then 15 m.cr.
Colonial Proposals Free



Defense Level
Ships, battalions and bases that make up the defense of your base or colony.
50 m.cr.


Outpost
A lightly manned, but heavily defended base that is necessary for gathering valuable resources in Darkspace.
15 m.cr.


Company Base
A base of operations for the company. Though expensive to maintain, having more bases will secure the success of your company for years to come.
100 m.cr.


Mandate Change
Changing your Colony/Company mandate is free, but takes a turn of 'anarchy' in which a complete overhaul of your fleet and base/colony is required. Changing your mandate takes a full turn in which players will not be able to submit orders.



 
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Company Name: Atlantean Espionage, Defense, and Assault Network

Leader Name(s): Liestucian Senum

Flotilla/Ship: Ship (The Scimitar)

Colony Mandate: Stealth

Alignment: Neutral

Bio: The Network was formed by a shadowy cabal of businessmen, ex-intelligence agents, mercenaries, and other powerful parties. Created shortly after the events on Moscow station, the network sought to continue the war by any means. One day Atlantean troops would storm an USG ship, delivering prisoners to the colonials. The next they would destroy Colonial communication relays to open up the system to USG forces. Using the chaos of war, they gained contracts and gained valuable real estate on many worlds. Entire unpopulated planets were obtained in payment for jobs. The goal was to exploit both sides for money and trust, so that when the war was over, and the inevitable migration to colonies for a fresh start occurred, the network would stand to make enormous profits. Even with their largest plans held up waiting for the future, they became one of the most powerful companies in the galaxy. When the reports about the insects came in, Atlantean leaders became worried that the two sides would see the insects as a greater threat and work together against them, or would at the very least, focus their efforts more against the bugs than each other. worried that they would be against an enemy they couldn't manipulate, they sent agents to do everything in their power to escalate the war, and cause both sides to ignore the insects. Only far too late did the leadership realize that they contributed to the end of everything they worked towards.

As world after world fell, the Network began to deteriorate. In-fighting began, and most of the upper echelons were killed by each other, either directly, or indirectly. In the end two factions formed- the apologists, who sought to right the wrongs they did, and the Expansionist, who sought to gain power through any means. The Apologists moved to earth, to try and save what they could. none have ever been heard from. The expansionists were led by three men- Senum, Deric Fohlun, and Bob Smith. Fohlun and smith believed that they could rebuild the network in the outer rim, while Senum sought to claim the Fringe. The planet they were on suddenly became the front lines as the bugs attacked. All ships on the planet were destroyed by the first ship off the ground- The Scimitar with Senum aboard with his most loyal followers. By all remaining accounts the bugs had come from an Atlantean ship that had been on planet for 2 weeks. When some people questioned how the bugs had taken two weeks to get off a single ship, those people promptly found out that the flushing mechanisms for the toilets on the Scimitar were not in fact within regulations. Now the sole remaining member of the original group that started the network, senum sought to rebuild his organization, gain strength and become the shadow dictator of the fringe.
 
Faction Name: The Livin Legends
Leader Name(s): Jayne Cobb and Jaimie Fleming (or Jaimie Fleming and Jayne Cobb) ((but much older))
Flotilla/Ship: Radiant Cobb
Colony/Company Mandate: Combat
Alignment: Republic
Bio:

The Livin' Legends are an implausible band of heroes. They were founded just before the war by petty bandit Jayne Cobb, who accidently became a hero when he turned on his gang while they were robbing the Canton, after he became suspicious that they were going to betray him. Finding he enjoyed being considered a hero, Jayne made the transition from thug to legitimate mercenary. His new company, the Livin' Legends, was virtually annihilated in their first operation, rescuing reporter Jaimie Fleming from Moscow Station in the midst of the attack that began the Colonial War.

Jaimie and Jayne had little in common, aside from feminine names starting with Ja. Jaimie was a reporter and daughter of privilege. The two struck up an unlikely partnership, with Jaimie, grateful for the rescue, helping Jayne find lucrative missions while also burnishing his public image with her embedded reports. In the process she encouraged Jayne and his Legends to strike at an underground slaving operation run by the Blackhearts. The attack was profitable and great for the Legends reputation, but led to a retaliatory attack. During a boarding action the Blackhearts kidnapped Jaimie from aboard Jayne's frigate, the Radiant Cobb (named after his mother). Jayne, with allies in the underworld, located Jaimie in the middle of a slaving operation run by the Blackhearts and crooked Marine officers. Though rescued in a daring raid, Jaimie had been fitted with a more powerful version of the usual shock collars used on prisoners. It fully overrode most of her brain functions and left her a virtual automaton.

Jayne and the Legends spent the rest of the war working on the Colonial Republic side, with significant side trips to kidnap engineers involved in the manufacturing of the slave collar. They also hunted down members of the Marine conspiracy so as to extract passwords needed to disarm her collar, using Jayne's trademark "Pain is Scary" interrogation methods. By degrees Jaimie was freed, resuming her role beside Jayne, making the Legends more effective against pirates and USG forces, and continuing her propaganda campaign.

Over the course of the war, Jayne and his Legends attracted a following, both figurative and literal. Refugee ships followed close to the Radiant Cobb for protection. When the Bug attack began, the Legends fought a delaying action to cover evacuations from frontier worlds, acquiring still more followers.

Jaimie eventually devised a system of payments from the flotillas passengers to support the Legends,' which she dubbed 'benevolent extortion.' Over the past few decades, the Livin' Legends Flotilla has become a nomadic community, a near-lawless coalition of undesirables along with a significant population of respectable citizens swept along for the ride. By now Jayne and Jaimie are common law spouses, and their 4 daughters and 3 sons are all prominent in the family business.
 
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Company Name: Kestrel Shippers and Traders Co. (A.K.A. The Kestrel Company)
Leader Name: Jared McNeil, CEO of The Kestrel Company
Flotilla/Ship: Solar Frigate (Ship) with 1000 employees.
Colony/Company Mandate: Economy (Duh!)
Alignment: Neutral

Bio: For a long time, Kestrel Shippers and Traders Co., based in the Outer Rim, was one of the major transporters across the Outer Rim. Shipments of everything from food to exotic animals were all done by The Kestrel Company on time. Why does the Kestrel Company do all of this shipping? The motto of the Kestrel Company is: "If we can stuff what you want into a cage or a crate, we can probably ship it."

354_large.jpg

A picture of the Pioneer, a Solar Frigate. Although the Solar Frigates are outdated somewhat outdated, they are still used by the Kestrel Company for their reliability and sturdiness. They are used for long distance hauling, emergency repair centers, and are the largest ship the Kestrel Company currently has.

After the collapse of Sol, the Kestrel Company was in hard times. The bugs destroyed most of the trading fleet except six Solar Frigates. The company was able to make a living, until the death of Simon Cotter 40 years ago. Simon wanted his son, Remy Cotter, to become the next CEO of The Kestrel Company. Some of the other executives, however, didn't want Remy as the next CEO. Instead, they either vouched for themselves, or supported another person. The divide in leadership created a dispute between the executives that eventually transformed into a conflict.

The Kestrel War, as it is known to the people of the Outer Rim, began when Remy Cotter was killed by an explosion on his private ship. When it was found out that the explosion was a result of deliberate sabotage, the executives pointed fingers and accused each other of causing the explosion. Tensions ran high, and the executives started to gather their contacts and resources, getting ready to fight.

One of these executives, Theodore Hayley, was gathering his resources when his Solar Frigate was ambushed near Junction, a small planetoid, by Jared McNeil. The battle lasted for an hour when McNeil boarded Hayley's ship and forced Hayley to accept his authority as CEO of The Kestrel Company. After the battle, two factions were clearly defined: pro-McNeil and anti-McNeil. The Pro-McNeil faction consisted of McNeil and his allies while the anti-McNeil faction was formed by three men: Chase Patterson, a long time rival of McNeil, Stewart Burton, a cowardly schemer, and Wetzel von Kramer, another executive who was bullied into being a part of the faction. Both Patterson and Burton held equal power and wanted to counter the surprising power McNeil held.

As seen at the Battle of Volga, the anti-McNeil faction had enough power to defeat McNeil, driving McNeil back to another planet. Soon, however, distrust formed within the anti-McNeil faction. Each executive in the faction began to mistrust each other. Using this to his advantage, McNeil broke apart the faction against him, gaining some new allies in the process. This didn't bring the war to a conclusive ending; instead, it dragged out the war, forcing McNeil to hunt down each of his enemies. A year ago, the last of the executives, Patterson, had sworn allegiance to him, and now McNeil is the CEO of The Kestrel Company.

What was once a mighty giant had now fallen from his place. A year after the Kestrel War, McNeil has only one Solar Frigate, the Tess Doerner, and is still struggling to rebuild the company. There is still a chance for him, though. Moving his operations to the Fringe, new opportunities await him. After all, everybody needs something shipped somewhere.

Board of Directors/Executives for The Kestrel Company
Fen Ling Song, Director of Logistics

Stewart Burton, Director of Management

Wetzel von Kramer, Head of Research and Development (R&D)

Cedric Thomas, Head of Engineering

Tommy "Dusty" Ramsay, Director of Public Relations (PR)

Raymond Grant, Director of Defense

Chase Patterson, Director of Finances

Gordon Elwin, Director of Information Technology (IT)
 
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Faction Name: Yenthals
Leader Name(s): Miss Joanna Kerpstam
Flotilla
Colony Mandate: Combat
Alignment: Neutral
Bio:

AISN_Chons_flotilla__Etienne_by_strangelet.jpg

The current Yenthal Flotilla.

Under Rule by Earth's Empire before, Yenthal was a small colonized planet with little more interest as only to be used for military training. Alot of the planets colonists have thus trained themselves and proved useful to the Empire, often these people were chosen to fight in some far off wars, none all too interesting to the inhabitants. It has been mostly led by men, with the highest order coming from the Emperor of course, there was a rebellion forming however, a rebellion which quickly became more effective with the colonial wars in action, for being a small colony which was mostly not that interesting to the Empire the new Yenthalians had slipped under the radar, going further on their business.

As battles and wars heated up more and more around them they have to quickly evacuate the colony they knew, saving up on rations for the dark travelling years to come. Sadly many people had to be left behind on the planet, eventually dying of hunger, thirst, or in other terrible ways, but from that day on the Yenthal fleet had fled, no set point on course.

Only since a few years had Joanna Kerpstam become their leader, her rule a strict one, she knew the rations on the flotilla were running low, there were people starting in-fights on the flotilla's. She knew she had to push her people through, making sure to use every usable resource to be used, they had come so far, after such a long time, they could not just give up. She created multiple squadrons of men dedicated to deal with the fights, controlling them with fear and weapons.
 
The Heren State

Leader Name(s):

Commissioner Lehrman, Chief of Heren Police

Commandant Zolotov, Acting Commander of the Heren Armed Forces

Flotilla/Ship: Flotilla

Colony Mandate: Economic

Alignment: Imperialist, Authoritarian


Bio:

Heren was a thriving community in the days of peace, centered around a burgeoning metal extraction industry and a fairly popular entertainment sector. Crime was an issue, but the establishment of a stalwart police force did well to maintain safety. It was a calm, normal life, until the Great Colonial War. While Heren was not situated on the frontlines, panic gripped the community as news grew ever more grim with each report, the conflict escalating into something frightening. With dissent rising, a military firm, Erkic Intergalactic, was brought in to provide military consultation in preparation for attack.

News of the subsequent Insectoid attacks did little to quell public fears of annihilation. Fearing the worst, the head of the Heren Police, Commissioner Lehrman, moved to establish strict order over the settlement, utilizing his police forces to institute a police state. Most all citizens of Heren were compliant, however there still existed the military consultants, few in number but highly trained and well armed. Rather than risk an incident and force Ekric Intergalactic to either fight or escape the lockdown, Commissioner Lehrman and acting commander of the Ekric forces, Commandant Zolotov, decided to cooperate.

Through a joint agreement, the Erkic forces, in the face of destruction, decided to consolidate themselves as Heren's official armed forces, with Erkic officers assembling the Heren General Staff, both the militarist brain and mouthpiece for their desires on a political level. Atop this, Lehrman was recognized as the sole authority regarding the domestic and internal security spheres. Thus, the Heren State was formed, an amalgamation of police and military bodies, working together for survival but equally at odds for increased influence at the expense of the other.

Departing from the actual settlement of Heren in a mad dash for the safety of the Fringe, the Heren State sails onward towards new worlds.
 
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The Cobb Clan ((Still under construction))


Jayne Cobb "The Hero of Canton, the man they call Jayne" : The founder of the Livin' Legends, Jayne is a man of no education, few words and many bullets. Born into a struggling mining family on the backwater moon Triumph, Jayne has made his living off his knack for profitable violence. First as a bandit, then as a mercenary, Jayne has outlived and outfought most of his contemporaries. He fought for the Colonial Republic side in the war, "for the Payday and the Payback," rather than politics. His unorthodox tactics and implausible successes helped make him a folk hero to many. Now well into his 90s, this thug of below-average intelligence finds himself as leader of a large body of refugees, in defiance of all logic and common sense.

Jaimie Fleming "the Old Lady": Jaimie and Jayne's unlikely partnership and romance has become nearly mythic, largely due to her own talent for spinning narratives the way she wants. Jayne's been the muscle and military leader of the Legends, but Jaimie has been virtually everything else. She's managed their contracts, their public image, logistics, and the extremely loose but surprisingly effective organizational structure. Without her, the Legends would probably still be little different than a pack of baboons that found a crate of plasma rifles. Without the Legends, she'd be dead or a slave. Born and raised in great wealth, she is still somewhat the odd woman out in this decidedly lower-class society. She has the drive and the vision to make this ragged flotilla into a real community.

Their children, all now adults in their 20s and 30s:

Audacious Cobb "Audi": Audacious Cobb had the good fortune to inherit her mother's looks and intellect. In fact, her resemblance to a young Jaimie Fleming is uncanny. She takes after her father in other ways; a very direct, no-nonsense personality, a high alcohol tolerance, and a natural aptitude with firearms. In the Chain o' Command, she's quite high in the Legends' ranks, often leading squads in boarding actions. She commands a great deal of respect among the younger generation of Legends who grew up in the nomadic mercenary life.

Jayne Jr "J.J.": J.J. has little in common with his father. He grew up to be a rather scrawny man with a weak stomach for bloodshed. He's also much less outspoken than his loud "alpha male" dad. He has much more in common with his mother, though he lacks her people skills. He's taken over a great deal of the bookkeeping and logistical work needed to keep the Legends flying.

Radiant Cobb "Rad": Named after Jayne's mother and also his flagship, Rad is a burly, boisterous gal. She's usually found close by Audi, backing her up in whatever thrilling heroics her big sister has come up with. Though well liked, Rad rarely assumes any sort of leadership role.

Patience Cobb "Pat": Pat is the most restless and inquisitive of the Cobb children, Pat seems to know everything that's going on aboard ship, along with the best hiding places. She takes after her mother as a skilled storyteller and subtle manipulator.

Gordon Cobb &Shepard Cobb Twin brothers, they bear strong resemblance to Jayne. They're natural leaders under fire, but aren't particularly good at anything else.

Temperance Cobb[/b]: An avid small craft pilot and grease monkey. She's usually found in the hanger bay tinkering, and is the likely successor to Legends chief engineer Katie Lee if she should ever retire.
 
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Faction Name: Salterites Flotilla
Leader Name(s): Uriah Salter
Flotilla/Ship: Flotilla
Colony/Company Mandate: Economy
Alignment: Neutral

Background:

Salter's Black Banners, a feared elite mercenary company of before the Bug War mysteriously disbanded after the Battle of Moscow Station. Disgusted with the politicians of both the Republic and United Sol Governments the leader of the Black Banners paid off his contracts and traveled to the isolated asteroid community of Kedel Point. Jeril Salter was still a young man and without the excitement of battle channeled his energies toward enhancing the economic independence and was eventually elected governor of the small mining colony. For years the community managed to keep their distance from the Colonial War but they couldn't do the same with the arrival of the insectoids.

1400x811_10746_Mine_Titan_27_c_2d_sci_fi_space_spaceships_picture_image_digital_art.jpg


The Bug War ravaged the core worlds of humankind but Salter's foresight had given Kedel Point some time to prepare for its survival and escape. Through the construction of a flotilla the five thousand people of Kedel took everything they could with them and escaped the asteroid belt. The aging Jeril Salter was able to collect more refugee ships and gradually built a fleet of humans from a diverse series of colonies in the Belt. The people of the flotilla deeply respected their leader and soon they abandoned their old colonial identities calling themselves Salterites. Before he could reach the Fringe the revered leader of the Salterites died at the age of ninety three.

His son Uriah Salter inheriting his father's intelligence, courage, and integrity is now the leader of a hundred thousand refugees all depending on his leadership to survive and find a new life in the fringes of the known universe.

sci_fi_character_by_fonteart-d5y06sg.jpg


Important Figures

Lilian Miralda (age 80): Economist, widow of Jeril Salter

Born on Earth to a wealthy shipping magnate, "Lily", rebelled early in her life as she was largely ignored by her father with the rest of her family. Her mother a mentally frail but beautiful model failed to do much better as a parent. Despite her heavy partying as a youth she eventually found her calling as an economist of the "Belt School" of economic philosophy advocating technocratic solutions to social and economic problems. Her career saw her rise to high level positions in the USG but the coming of the Colonial War inspired her to abandon the established power structure and support small republican colonies in arranging their economies to help fight the war. Her disillusionment with the republican leadership saw her abandon the war and she sought refuge at Kedel Point where she helped establish a more self-sufficient colony there. It was through her work that she met Jeril Salter beginning a partnership that would last many decades.

Uriah Salter (age 32): Leader of the Salterites

The youngest son of Jeril Salter and only survivor of his father's children was born much later than his brothers and sisters. Educated by his parents and the philosopher Theodore Strauss he was too young to fight in the Colonial and Bug Wars. His mother too distraught over the loss of her children refused to allow him to leave Kedel Point outside of his work with managing the Kedel Mining Group under the control of the technocratic government of his father. Too experienced from the crumbling of human civilization during his youth he is pragmatic like his father although his mother's idealism has managed to sink into his mind even if he doesn't know it yet.






 
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Faction Name: The New Anthropic Republic
Leader Name(s): Admiral-General Abdullah Nasser
Flotilla/Ship: Flotilla

239368.jpg

Admiral-General Nasser's fleet

Colony/Company Mandate: Combat
Alignment: Republican
Bio: When the Republican war broke out, Abdullah Nasser, born in the Central Rim to Egyptian parents joined the Republican army. He served in the 301st Republican Infantry and fought at most of the major Central Rim battles.

MandalorianWarsRepublicTrooper.jpg

Republican forces, Abdullah and his compatriots were equipped in the same manner.

After repeated displays of courage Nasser rose to the officer rank and after successfully masterminding an attack on an Imperial citadel he was promoted to the rank of General. He quickly led the Republican armies to victory on that same planet, Almara. Soon after he was promoted the rank of Admiral-General of all the Republican forces in the Central Rim and would remain so until the end of the war. A year after the fall of Sol and the pushing of the bugs into the colonies Nasser decided that the future of the Republic lied in the Fringe and in cooperation with the USG. He formulated the theory of Republicanism on One Planet and led the remainder of his fleet into the Fringe to establish the New Anthropic Republic.
 
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Faction Name: The Sentinels
Leader Name(s): Captain Nathaniel Hallis

r169_457x256_13211_Heavy_Metal_Thunder_2d_sci_fi_knight_armor_space_warrior_soldier_picture_imag.jpg
Hallis in his younger years


Flotilla/Ship: Ship - The Mercy

-Spaceship-14-Spaceships-Spaceships-In-Battles-Better-Fresh-New-Hd-Wallpaper--.jpg
The Mercy in action.

Company Mandate: Combat
Alignment: Republican
Bio: Nathaniel Hallis is a dour man. He speaks little and frowns often. He is by no means harsh or unkind, and despite his moodiness, there is a grim determination about him. A passion that can never be extinguished. He was not always this way. In his youth he was violent and full of rage. He became a soldier, but rather than vent his aggression it merely exacerbated it. He was discharged and likely would have ended his life in prison, were it not for Clemence. Clemence found Nathaniel a wild beast and tamed him. She alone soothed him, and directed his energy to productive pursuits. They were happily married with a bright future ahead when the colonial war started. In one night of tragedy, Nathaniel Hallis' life was shattered. He nearly slipped into despair, but a spark of his old vigor remained. It lit within him a new fire. Nathaniel Hallis said his goodbyes, and left his ravaged home and slaughtered wife behind. He had a mission now, and nothing could stop him.

Thus were the Sentinels born. Hallis traveled in the wake of war and tragedy, searching for those like himself. Those who had lost and suffered. He gathered them together and trained them, using every bit of knowledge he had gleaned as a soldier. He instilled in them the same fire that motivated him to fight on after losing everything. The Sentinels had one purpose; to spare as many as they could from their own fate. Like a ghost from the past, the ancient chivalric tales of the knight-errant came to life. The Sentinels traveled the known galaxy, funding themselves with whatever petty work they could find. In the beginning, they were too small to do more than serve as bodyguards or bounty hunters, stopping one crime or protecting one life at a time. But they continued to travel, and grow. Soon they numbered in the hundreds. Not long after, they acquired the Mercy, a moderate sized battle-cruiser to serve as their flagship and mobile base-of-operations. Their mission remained the same, but now multiple squads of Sentinels could be dispatched at a time, commanded from the Mercy. Profits from grateful employers flowed in. After ensuring they were well supplied and able to continue their mission, the Sentinels would use these profits to aid those they could not help by their normal means. For a time Captain Hallis and his company thought they were serving a good purpose. Then the bugs came, and all their good work seemed undone. As ship after ship laden with people fled from the Insectoid menace, the Sentinels did their best to guard and serve the refugees as they escorted them to safety.

The Sentinels are one of the last groups to reach the Fringe, having straggled to help as many as they could. They enter this new world with heavy hearts, and anger at their own perceived uselessness. But such feelings are at the core of the Sentinels. Those very emotions created them, and continue to motivate them. Now more than ever, the Sentinels have vowed to make the world a safer place for all. Though Captain Hallis grows old (currently in his 78th year) and he can no longer fight alongside his brothers, he still serves as commander and guide in this new age.
 
((Upon further consideration, I'd like the Livin' Legends to be a mercenary company, not a flotilla))
 




Faction Name: USG Senatorial Remnants (USGSR)
Leader Name(s): Senator Hera Stahl (25), Senator/admiral Nicolo III Kruschev (85), Senator Lorien Westinghouse (60), Senator Alexander IV Atencio (40), Senator Robert Maximilian (35).
Flotilla/Ship: A flotilla with 100 000 colonists. called the Senatorial Fleet
Colony Mandate: Economy
Alignment: Imperialist.

Fleet composition designs:
-Battlefleet
-Void/orbital fighters design



Bio:

The USG Senatorial Remnants (a recent adopted name) is no more than the combined resources and and personal fleets of 4 senators and 1 USG Admiral created by the end of the USG. Their beginning could be traced to 7 years ago with the ascendance of Senator Hera Stahl to her position at the young age of 18 years old with the dead of her father CEO and sole owner of STAHL Shipyards, INC one of the biggest and richest shipbuilding companies in human territory and creator of many of the designs used in the USG fleets.
The cabal was first started by the talks between Hera and Senator Lorien Westinghouse of Zucrin in the Alpha Centauri star system, she was practically the owner of the well developed colony where many of the shipyards of STAHL were located as well as their R&D personnel and so was born and alliance between the two female senators, with their influence the made the senate deploy the well known Admiral Kruschev to defend the system from the bugs as it was vital for the USG navy the ship production continued with sol system continue to be elevated and many senators fleeing it to the outer and central rims the two got worried and began a secret plan behind everyone's back after establishing contact with Robert Maximilian of Krostov Robotics and Alexander from Atencio weaponry development a plan was hatched and so it started.

In the last months of contact with sol Hera established contact with Andrew Altamiranda in a resources rich part of the central rim whom was trying to establish a Rump local senate in the area, after help from here in exchange for sending mineral resources from their controlled planets.

So they plan hatched by hera and Lorien continued steadily months later sol went dark and no more transmission to it could be receive sending the remaining humanity into a frenzy of panic and fear but the area under the control of the 5 senators remained safe for the time being and attracting USG forces from near areas and population.

With contacts being lost with more and more areas and refugees and USG fleets remains fleeing and getting to the system They decided in a name and created the USG Senatorial Remnants to give confidence and some peace to the people under them in the time of panic.

One year after the lost of contact with sol a rift started as Admiral Kruschev and senator Lorien wanted to evacuate their fleets and population/personal to the outer rims before it was impossible to do so but young Hera and so her two supporters decided to side against the idea taking a big portion of their combined fleet if the other two wished to escape….why did she do so? because her personal fleet wasn't completed yet and STAHL newer more powerful designs were still being mass produced. This forced the other two to remain sitting for another year and the USG forces under the admiral to do a desperate fight to keep the bugs out the system as it was their duty (he still compromised around 80% of total forces). A year they stubbornly remained in the system cut off of any contacts until the decision was made that they had to leave , collection all the ships and forces availables , all their personal and as much machinery as possible couple with countless civilians under their protection the fleet marched out of the system.

The fleet was a humongous thing to observe , specially when STAHL secret fleets joined it (build and hidden by the company for all this years) sporting designs never sold to USG but likely done by using their money. The admiral said it remind him of the days of the grand fleets of the USG before it all fell apart.
For a year the Fleets fought to transverse to the outer rim fighting and killing countless bugs forces but they never ended, still Hera pressed on ruthless and so forced the rest to do so , at times abandoning whole sections of their fleet to be destroyed in rear defensive actions, leaving struggles behind and sacrificing decoys, most of the time though it was USG forces under the command of the admiral not part of the STAHL fleet that was under the command of one of the Vice Admirals, Gregory Lukas was his name ascended to the position as there was need for them and not many left. Of course it could be attributed to the fact that the USG forces many times tried to save their comrades or volunteer for rear defences, but darker rumors said it was because the vice admiral in cahoots with the owner of the fleet had given a secret directory of letting the USG forces take most of the fight meanwhile they preserved themselves even though they had the better ships and fresher forces, rumors only though.

For a year they fought until they smashed out of bug controlled territory and reached the jump point in the outer rims to the fringes...coming out of hell itself they all knew the outer was lost to and so they had to jump to the fringes in hopes to escape.

What came out of the bug space was not the grand fleets, that had enter it, it was but a pitiful remain even a big portion of the STAHL fleet had been lost by the end of it after all no one said escaping of hell was easy. it was though a grand total of hundred thousand people remaining in the fleet from, not even a significant fraction of what had enter it same with the remaining amount of ships and soldiers, most of the USG forces and that of the minor personal fleets from 3 of the senate were gone, and so much of the STAHL fleet….but by now STAHL ships comprised the majority of the fleet forces as well as their soldiers and personal , making Hera the de facto controller of the military. Knowing what was behind them they jumped to the fringes as soon as they were able....lucky for them as it was the last jump anyone got from it.
 
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Faction Name; The Kingdom of Arlia
Leaders Names: Erion and Belinda Arlian
Flotilla: The Royal Navy
Colony Mandate: Economy
Alignment: Republican


Bio: The planet of Divitis Autem was one of the most resource rich worlds ever discovered by the USG. Initial scans revealed that the planet had up to five times as much iron, gold, diamonds, and other critical materials as Earth. The surface was also covered in animals who provided large amounts of savory meat and tough leather. Finally, there were the great forests. Trees would grow fifty or more feet tall, and the bark would be nearly as strong as steel. Many of them produced delicious fruits or leaves that secreted substances with incredible medicinal properties. Divitis Autem has every potential to be a utopia beyond imagining.

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Divitis Autem

Unfortunately, in an effort to acquire these fantastic resources, the USG assigned one of there most ruthless governors to the plant: Carreena Arlia. Carreena quickly had over one million poor souls tricked into coming to Divitis Autem. Then, she used a trick she had perfected on her last two worlds to keep the populace in line. She revoked all technology above a medieval level from anyone who did not absolutely need it for the good of the USG. Naturally, Carreena's soldiers, the "Royal Army" as she dubbed it, in line with her theme, were armed with the latest battle armor and plasma weaponry. Rebellions among the oppressed and horrendously overworked population, who could at best acquire swords and crossbows, were rapidly and ruthlessly stamped down by the Royal Army. Within a decade, all those born on Divitis Autem, or those who had been young when brought there, viewed advanced technology as "magical relics."

After ruling the planet for eight years, at the age of 37, Careena married the third son of a wealthy CEO. She put up with him because he was incredibly meek and bowed to all her demands and whims. Soon, at the age of 39, Careena had a pair of twins: Erion and Belinda Arlian. However, two years later, an attempt was made by Seperatists to kidnap the twins and use them as a bargaining to chip to force Divitis Autem to switch sides in the war. They succeeded in kidnapping Erion, but guards managed to escape with Belinda. Carreena refused to bow to their demands, and she soon wrote Erion off as a lost cause (although multiple reports came out that she sobbed in Castle Arlia for weeks on end after issuing that response). She then attempted to raise Belinda to be as ruthless as herself, but she found that her daughter was unwilling to go to such extreme acts of cruelty as her mother. And the entire time, Divitis Autem continued to pump out enormous amounts of resources to fuel the USG's war machine.

Unbeknownst to Carreena, Erion was raised by a top Republican commander, a woman by the name of Sheila Jarone. She fled with him as the Colonial Republic was ravaged by the bugs, and she raised him to believe that people deserved natural rights. He knew that he had to do something about the atrocities his mother has committing on Divitis Autem, and at the age of fifteen, he told Jarone good-bye and returned to his home world. His mother welcomed him back with open arms, but at the same time, he secretly culled immense favor among the population of Divitis Autem by using a small group of officials that could stand Carreena's cruelty no longer to slip food and medicine to the oppressed peoples. Finally, he was also able to win Belinda to his side, turning her into a defector as well.

By the time Belinda and Erion turned twenty-three, the threat of an invasion by the Bugs was looming large after most of the Core systems and many of the Outer ones had fallen, while at the same time tensions on Divitis Autem were growing. Carreena was now fully aware that there were spies in her court, and she ruthlessly had anyone she suspected executed. She never looked at the place closest to her, however: her children. Her growing paranoia was beginning to bleed over into her treatment of the populace of Divitis Autem, and that was where Erion drew the line. He began to have weapons leaked to dissenters, and he made plans for an open revolt. Before it could commence, however, Carreena caught Belinda attempting to send a message to some of the civilian leaders.

Erion immediately revealed himself as the source of the spies, and, in order to save his sister, he challenged Carreena to a duel. Having grown up in a medieval castle, Erion and Belinda had been trained in sword fighting (using laser-cutting, adamantium swords, naturally). Unable to simply shoot her son in cold-blood, Carreena accepted. Erion shocked the entire planet, however, when he managed to outfight his mother and kill her. Although it broke his heart to have to do so, he knew that he had no other choice. Erion was crowned king of the Kingdom of Arlia (the term Carreena had the populace use to refer to Divitis Autem). Before he could actively defect to the Colonial Republic, news reached the planet that a Bug Fleet was approaching, and fast. Erion and Belinda rapidly made plans and preparations to evacuate the planet. Thanks to the planet's resources, they managed to amass a fleet large enough to house all two and a half million residents of Divits Autem. However, on the day of launch, a number of Carreena's former advisors attempted a massive coup to seize control of the flotilla. They succeeded in winning control over a vast majority of the ships, but Erion and Belinda managed to flee with a fleet of five transports, each carrying roughly 20,000 people, along with a respectable amount of fighters and utility ships.

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The remnants of the Royal Navy that remained under the twins' control.

The advisers that had couped the royal twins headed back to the Outer systems, where they believed they would have their best chance against the Bugs. Erion knew, however, they the Core and Outer worlds were on the verge of falling, and he knew that the only possible safe place would be the Fringe. The Royal Navy managed to get through the gate only ten hours before it was shut down for good. Now, Erion and Belinda, only twenty-five years of age, seek to rebuild the Kingdom of Arlia (which, as soon as possible, Erion plans on changing to the Republic of Arlia) on one of the Fringe's many uncolonized worlds. Only this time, the twins plan on being benevolent rulers in an attempt to make up for the sins of their mother.

Extranet Report

"Reports have emerged not all of the refugees from Divitis Autem went to the Outer systems as orginally suspected. It has now been learned a small fraction, lead by the royal twins Erion and Belinda Arlian, has emerged in Fringe with roughly 100,000 refugees from their fallen planet. What resources they have brought from their famed planet has yet to be learned."

((OOC: Does this game have an IRC chat yet?))
 
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Company Name: Industrial Core Enterprises AKA I.C.E.

Leader Name(s): Sam Taylor

Ship: Factory Ship #339-91, nicknamed The Ice Queen

Company Mandate: Economy

Alignment: Neutral

Bio: I.C.E. was founded in the 22nd century as the British Mining Company. In the 25th century they merged with two other mining companies and changed the name to Industrial Core Enterprises, or commonly called ICE. It was shortly after this that the first Mining Fleet was created, when ICE acquired the sole rights to mine in a system. At the peak in the 29th century I.C.E. had grown to be one of the largest mega corporations in the world, employing almost 100 million in a diverse number of industries, the most prominent of which were the 1000 Mining Fleets which continually strip mined systems.

Most of mining fleet #339 was destroyed, but a single ship remained unscathed. This ship, a large factory ship named #339-91 was given the nickname the Ice Queen by the crew, and the captain of the ship, Sam Taylor, has become the CEO of the new I.C.E.
 
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Faction Name: The Pagan Knights

Leader Name: Hochmeister Ulrich AKA "The Pigman"

Flotilla: Flotilla (The Samogitia)

Colony Mandate: Combat

Alignment: Imperialist

Bio: After the events of the Baltic Crusade,((see my aar if you want to know about that)) the mysterious Pigman disappered. That is, until far, far in the future, a man claiming to be the legendary Hochmeister Ulrich, aka the Pigman, who had led the original Pagan Knights to many a victory, amerged.

He claimed to have somehow traveled from the past, after his final defeat at Samogitia. Normally, such a man would simply be deemed insane and thrown in the local nut house, however, there was a hitch. This man had brought a few refugees. More specifically, 100,000 refugees. All of whom backed his story. This made his story seem somewhat believeable, and the local authorities asked him to explain how he claimed to have traveled with his party to the future.

He told them they were loyal supporters who had come with him rather than fall under crusader rule. He then gave them a small device, and told them how to travel with it. They follow his instructions, and nothing happened. They handed it back to the puzzled Pigman, who claimed it had worked just a second ago. Pigman thn tapped it, after which it burst into a ball of fire. He threw it on the ground, after which it was stomped on until the fire was out, meaning it would be a long, long time until timespace travel was invented.

Anyway, the refugees had sold everything they had and bought a ton of gold. A literal ton. 2,000 pounds. 1,000 kg, roughly. The gold was traded for a Flotilla capable of taking them to their new home, out there somewhere in the stars. No one knew what was ahead, but everyone knew one thing. The Pagan Knights had rode again.
 
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Obligation – An Imperial Warship under the command of Captain Marte

Faction Name: Marte’s USG Remnant
Leader Name(s): Captain Artis Marte
Flotilla/Ship: Obligation – Ship with a of 1000
Company Mandate: Combat
Alignment: Imperialist
Bio:

Captain Marte was given command over Obligation, and Imperial Warship commissioned and quickly pressed into service near the start of the Bug War. Over the next fifteen years, Obligation and its crew fought several engagements against the bugs, but despite their best efforts, the USG was pushed back on almost all fronts.

Captain Marte and the crew of Obligation fought valiantly though, buying time and providing much needed support throughout the war. As the situation continued to deteriorate following the fall of the Sol system and most other human worlds, the crew of Obligation received orders to move into the Fringe, scouting it for the USG command and working to establish some level of Imperial influence in the area.

As they traveled along the shipping lane towards the Fringe, they suddenly found themselves knocked out of warp space. Discovering that they were within FTL distance they continued onto the Fringe. Upon their arrival it was clear that the shipping node had been destroyed and, despite being cut off from command, Captain Marte insisted that they would continue with the mission as well as maintaining their strict military discipline.

With little hope for receiving new orders, Captain Marte has determined that, as the highest ranking officer, the mission is his to conduct as he sees fit. He hopes to continue serving the USG’s interests, with hopes of possibly aiding in the reformation of the Empire within the Fringe. He has, as of this point, not recognized any of the other remnant groups as legal successors to the USG and operates independently. In order to makes sure that his ship can continue to fulfil its mission he has made plans to ensure that his crew and ship remain supplied and operational by taking jobs aiding the larger refugee flotillas, favoring USG loyalists as well as wealthy patrons.

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Captain Marte studying star maps on the bridge.