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freespacers:wired_rovers [2016/11/01 05:29] – ↷ Links adapted because of a move operation wesfaction:freespacers:wired_rovers [2019/06/21 12:16] – Remove forced line breaks wes
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 |{{faction:freespacers:hassan.png|}}| |{{faction:freespacers:hassan.png|}}|
  
-|"It's a own or be owned universe out there. If you just suxorz then stay off the space lanes; you'll just get either get a face full of pwnage from any passing half-twit frood you sass or become the butt of all your squadmates' lulz faster than you can say, 'WTF?'" \\ \\ **-- Prince Hassan the Zero-First Point Seventh \\ The Art of Never Again, Chapter 727: The 1337th Manifesto**  |+|"It's a own or be owned universe out there. If you just suxorz then stay off the space lanes; you'll just get either get a face full of pwnage from any passing half-twit frood you sass or become the butt of all your squadmates' lulz faster than you can say, 'WTF?'"   **-- Prince Hassan the Zero-First Point Seventh  The Art of Never Again, Chapter 727: The 1337th Manifesto**  |
  
 =====Historical Overview===== =====Historical Overview=====
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 =====Operations===== =====Operations=====
-See [[freespacers:wired_rovers#fleets|Fleets]] for assets and political structuring. +See [[faction:freespacers:wired_rovers#fleets|Fleets]] for assets and political structuring. 
  
 The Wired Rovers have taken up smaller-scale pirate raids into various territories, merely provoking responses to test their skill rather than attempting any serious intrusions. But the high speed designs of their starships, brightly colored paint schemes, and disinterest in violence tends to give many the impression Wired Rovers are more racing pilots than criminals at heart. Indeed they will often challenge ships they prey on to piloting competition in an all-or-nothing gamble for their freight; they commonly believe combat simply squanders lives and resources on both sides of the battle.  The Wired Rovers have taken up smaller-scale pirate raids into various territories, merely provoking responses to test their skill rather than attempting any serious intrusions. But the high speed designs of their starships, brightly colored paint schemes, and disinterest in violence tends to give many the impression Wired Rovers are more racing pilots than criminals at heart. Indeed they will often challenge ships they prey on to piloting competition in an all-or-nothing gamble for their freight; they commonly believe combat simply squanders lives and resources on both sides of the battle. 
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 ====Pilots==== ====Pilots====
-|"What is the difference between a Noob and an Elite? A Noob thinks before he jumps across a chasm. An Elite jumps instantly or doesn't at all; so finely tuned is his sense of spatial awareness that such calculations become more a reflex than conscious thought." \\ \\ **-- Prince Hassan the Zero-First Point Seventh \\ Cadet Induction Ceremony for Clone Batch #16**|+|"What is the difference between a Noob and an Elite? A Noob thinks before he jumps across a chasm. An Elite jumps instantly or doesn't at all; so finely tuned is his sense of spatial awareness that such calculations become more a reflex than conscious thought."   **-- Prince Hassan the Zero-First Point Seventh  Cadet Induction Ceremony for Clone Batch #16**|
  
 To Wired Rovers skill is everything (well, maybe that and their custom ship components). Their hierarchy of leaders, squadron commanders, and crew all revolves around competitions of skill and brilliance. In order to better hone their skills many pilots have to be born and bred in space as most Freespacers are, but deviate from the norm by making it common practice to live in microgravity. This allows them to train their spatial awareness and motion prediction capabilities to an almost instinctive point, not unlike the way terrestrial species instinctively know how to keep their balance when standing upright. Furthermore all this is supplemented with biological modifications prevent space sickness and enhance high-G maneuvers, as well as neural interface upgrades to allow them to reduce their piloting response times. Finally, most pilots often end up logging a few hundred hours of simulator time before they will even be considered by the more prestigious squadrons.  To Wired Rovers skill is everything (well, maybe that and their custom ship components). Their hierarchy of leaders, squadron commanders, and crew all revolves around competitions of skill and brilliance. In order to better hone their skills many pilots have to be born and bred in space as most Freespacers are, but deviate from the norm by making it common practice to live in microgravity. This allows them to train their spatial awareness and motion prediction capabilities to an almost instinctive point, not unlike the way terrestrial species instinctively know how to keep their balance when standing upright. Furthermore all this is supplemented with biological modifications prevent space sickness and enhance high-G maneuvers, as well as neural interface upgrades to allow them to reduce their piloting response times. Finally, most pilots often end up logging a few hundred hours of simulator time before they will even be considered by the more prestigious squadrons. 
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 ==== Cargo Cultists ==== ==== Cargo Cultists ====
-|"There's an ancient hacker proverb that, to this day, still applies to any sort of decentralized network: 'The Net interprets censorship as damage, and routes around it.' Like any other [[freespacers:hacker_cult|Hacker Cultists]], we believe we are merely speeding up this natural process." \\ \\ **-- Datajack Hex 08-0703-857 \\ The Art of Never Again, Chapter 159: Honing the Code-Ki**|+|"There's an ancient hacker proverb that, to this day, still applies to any sort of decentralized network: 'The Net interprets censorship as damage, and routes around it.' Like any other [[faction:freespacers:hacker_cult|Hacker Cultists]], we believe we are merely speeding up this natural process."   **-- Datajack Hex 08-0703-857  The Art of Never Again, Chapter 159: Honing the Code-Ki**|
  
-These [[freespacers:hacker_cult#datajacks|Datajacks]] are responsible for providing combat support for the Wired Rover pilots directly and indirectly. They operate the Mothership's ECM modules, manage sensor and communication tapping probes, and provide tactical operations support in general. All these tasks are usually done through proxy probes so as to avoid revealing the Mothership location, but they may sometimes may be placed aboard a corvette or patrol-craft in order to operate in the field. +These [[faction:freespacers:hacker_cult#datajacks|Datajacks]] are responsible for providing combat support for the Wired Rover pilots directly and indirectly. They operate the Mothership's ECM modules, manage sensor and communication tapping probes, and provide tactical operations support in general. All these tasks are usually done through proxy probes so as to avoid revealing the Mothership location, but they may sometimes may be placed aboard a corvette or patrol-craft in order to operate in the field. 
  
 Perhaps the most important role of all is their task to break into corporate and military databases, with the objective to determine various convoys' given flight path, combat strength, and the value of their cargo. This allows the Wired Rovers to pick-and-choose their battles as they see fit rather than just attacking anything that passes by, vastly increasing their success and longevity in comparison to traditional marauders.  Perhaps the most important role of all is their task to break into corporate and military databases, with the objective to determine various convoys' given flight path, combat strength, and the value of their cargo. This allows the Wired Rovers to pick-and-choose their battles as they see fit rather than just attacking anything that passes by, vastly increasing their success and longevity in comparison to traditional marauders. 
  
 =====Fleets===== =====Fleets=====
-All in all the Wired Rovers are believed to possess less than three hundred fighter and patrol craft, split between no more than four separate [[freespacers:fleets|Mothership carriers]]. +All in all the Wired Rovers are believed to possess less than three hundred fighter and patrol craft, split between no more than four separate [[faction:freespacers:fleets|Mothership carriers]]. 
  
 One of the consequences of the freedom-loving and anarchistic background of the Free State is that their own forces are stubbornly independent. Disagreements over tactics and goals common enough to make mounting any large-scale offensives difficult at best, which prevents the Wired Rovers from becoming a much more serious threat than just marauders. The few times the four Mothership groups do work together, it will usually be out of the promise of a small fortune or a common threat.  One of the consequences of the freedom-loving and anarchistic background of the Free State is that their own forces are stubbornly independent. Disagreements over tactics and goals common enough to make mounting any large-scale offensives difficult at best, which prevents the Wired Rovers from becoming a much more serious threat than just marauders. The few times the four Mothership groups do work together, it will usually be out of the promise of a small fortune or a common threat. 
  
-In fact, while [[freespacers:wired_rovers#prince_hassan|Hassan]] may call himself the Prince, he has only earned the title due to respect for his skills and that of his squadrons. While this earns him a large amount of clout among the four Motherships, but each of their loyalties lies more towards themselves than to their "leader"+In fact, while [[faction:freespacers:wired_rovers#prince_hassan|Hassan]] may call himself the Prince, he has only earned the title due to respect for his skills and that of his squadrons. While this earns him a large amount of clout among the four Motherships, but each of their loyalties lies more towards themselves than to their "leader"
  
 ====Squadrons==== ====Squadrons====
-Squadrons are composed primarily of aerospace fighters, patrol craft, and the like. These primarily operate in groups of twelve, but will ultimately vary depending on the situation. [[Phantasm]] toting precision weapons such as [[freespacers:list_of_free_state_weapon_systems#starjammer|Starjammer]] beam weapons and [[freespacers:list_of_free_state_weapon_systems#red_mercury_blaster|Red Mercury Pulsed Blasters]] are favorite choice of the Wired Rovers, but their forces also use a large number of civilian craft from other nations as well as antiquidated military vessels obtained off the black market.+Squadrons are composed primarily of aerospace fighters, patrol craft, and the like. These primarily operate in groups of twelve, but will ultimately vary depending on the situation. [[Phantasm]] toting precision weapons such as [[faction:freespacers:list_of_free_state_weapon_systems#starjammer|Starjammer]] beam weapons and [[faction:freespacers:list_of_free_state_weapon_systems#red_mercury_blaster|Red Mercury Pulsed Blasters]] are favorite choice of the Wired Rovers, but their forces also use a large number of civilian craft from other nations as well as antiquidated military vessels obtained off the black market.
  
 ====Motherships==== ====Motherships====
 The Wired Rovers, believing in individual skill above all else, have little interesting in large-scale warfare. As such what few carriers they have may seem relatively pathetic when put in contrast their highly modified precision craft. Little else than basic armaments and defenses protect these ships since often much of the vessel has been converted into additional flight decks, or cargo bays to store looted freight.  The Wired Rovers, believing in individual skill above all else, have little interesting in large-scale warfare. As such what few carriers they have may seem relatively pathetic when put in contrast their highly modified precision craft. Little else than basic armaments and defenses protect these ships since often much of the vessel has been converted into additional flight decks, or cargo bays to store looted freight. 
  
-These vessels avoid direct encounters whenever possible, as their armaments are woefully lacking in comparison to most modern vessels. In fact they pose more of a threat as a support platform than actual combat ships; an [[Entropy's Shroud|Entropy's Shroud]] array, along with high-powered direct ECM emitters, can be used blind starships and cripple the accuracy of large-scale weaponry. This in turn leaves the battlefield ripe for fighter or PA superiority to determine the victor, which in most cases is favorable for the fighter-centric Wired Rovers.  +These vessels avoid direct encounters whenever possible, as their armaments are woefully lacking in comparison to most modern vessels. In fact they pose more of a threat as a support platform than actual combat ships; an [[entropys_shroud|Entropy's Shroud]] array, along with high-powered direct ECM emitters, can be used blind starships and cripple the accuracy of large-scale weaponry. This in turn leaves the battlefield ripe for fighter or PA superiority to determine the victor, which in most cases is favorable for the fighter-centric Wired Rovers.  
  
 These vessels are also very determinate to a region's control due to the sheer number of craft they possess, as well as their role as a ship maintenance dock, trading hub, cloning facility, training center, industrial facilities, and so on. A single active carrier can ensure a region will be saturated with pirate activity so long as it is operational, but if destroyed will deprive the squadrons of sorely-needed maintenance and force them to retreat. This makes the destruction of a carrier vital to weeding out these marauders, though it isn't necessarily as simple as that. These carriers contain considerable stealth systems and are persistently mobile so will often require hours, days, or even weeks to track down by traditional sweeps. Even then there is no guarantee it won't jump out force and authorities to start the search all over again much to their frustration. These vessels are also very determinate to a region's control due to the sheer number of craft they possess, as well as their role as a ship maintenance dock, trading hub, cloning facility, training center, industrial facilities, and so on. A single active carrier can ensure a region will be saturated with pirate activity so long as it is operational, but if destroyed will deprive the squadrons of sorely-needed maintenance and force them to retreat. This makes the destruction of a carrier vital to weeding out these marauders, though it isn't necessarily as simple as that. These carriers contain considerable stealth systems and are persistently mobile so will often require hours, days, or even weeks to track down by traditional sweeps. Even then there is no guarantee it won't jump out force and authorities to start the search all over again much to their frustration.
  

faction/freespacers/wired_rovers.txt · Last modified: 2023/12/21 00:59 by 127.0.0.1