[b]Faction name:[/b] The Haldrian Might [b]Faction type:[/b] Reactionary/Loyalist [b]Faction leader:[/b] High-Commander Arlios Haldrian [b]System:[/b] The Ranos System. [b]Holdings: [/b] [i]Ranos Prime[/i] Utopia. Ranos Prime is a lush, terran world, just within the goldylock zone yet still close to the sun. The makes for pleasant, warm tempratures on the surface. Ranos Prime is in essence a Vacation World. Many aristocrats often come down here to their own villa's. One of the reasons of Ranos Prime's popularity is due to a more lax law when it comes to otherwise illegal, or grey-area goods. Never the less, while the law may be easy, the convictions are not. Even petty crime can be punished by at least 5 years of obligted labor. [i]Aer[/i] The barren moon of Ranos Prime. Lacking any atmosphere, and in a tidal locked orbit around Rans Prime, Aer was shrouded in secrecy and superstision for a long time. The fact is that Aer is a massive military base. Built for low-gravity training, simulations, grey-zone research, ship construction and other secret projects. The moon also houses the majority of the long-range system-defences. While - under pressure - the Haldrian Might was forced to give up the secret shroud surrounding Aer, it refused to seize any activity on it. [i]Persaus Station[/i] Persaus system used to be exclusively for miners. Yet with the steady decline of the Emire's power the military of Haldrian's Might moved in and expanded the station. The massive station now houses one of the biggest forges of Empire. The mining efforts were quadrupled. But it doesn't end there. Exstensive training rooms have been built to emulate zero gravity combat and movement. It is here where the infamous Haldrian Gladions are trained. [i]Taurox Jumpgate[/i] Ranos' location is still kept in some secrecy and its exact location within the galaxy is only known by a select few. Most of them members of the Haldrian Might. However, to keep traffic flowing Taurox Jumpgate was constructed. The Jumpgate itself can be reached through several simple protocols, standard within most jumpdrives. So everyone can reach Ranos without any trouble. At least, for as long as Taurox remains operational. If, for some reason, Haldrian's Might would inniate a system-wide lockdown, no ship could leave or enter Ranos System. [i]Lurion Station[/i] Orbiting the gas-planet of Lurion. This station supplies all the required gasses for space-construction and flight. Tactically a vital station, as without it the flighttime of all Haldrian Might's ships is fairly limited. [b]History:[/b] High-Commander Haldrian was an honorable general within the Imperial Navy. His many victories gave the emperor of his days great glory. Yet Haldrian himself received little reward for his victories. If anything, the man's might outside the Navy shrank as his victories continued. Eventually he was discharged, to be replaced by a young admiral. A cousin of the Emperor. Haldrian returned to his peaceful, yet poor planet of Ranos. But he was no man to sit idly by. He was man of violence. He began to gather many of his old friends, veterans of the Navy. Each removed from their post to be replaced by some favored brad. Soon the general started his own army. While still swearing loyalty to the Emperor, Haldrian's Might became a mercenary corps. As the Imperial Navy was getting slowly but surely crippled due to inexperience of its new, young admirals, Haldrian's Might flourished. They were called more and more often into battle by systems who didn't trust the capabilities of the Imperial Navy. Now, a few hundred years later and Haldrian's Might turned into one of the most reknown Private Security Companies of the Empire. [b]Relations:[/b] [i]The Empire[/i] There is an active dislike towards the powerhoarding of the bureaucrats and the Emperor. Spawned from the first Haldrian long ago. Yet the crumbling of the Empire, proof of the lethal ineffecieny, is profitable. As more and more systems prefer to pay a hefty sum for protection by a more experienced force. Haldrian's Might will let them worm in the mud for some longer, with smiles on their faces. Soon we answer to nothing but the numbers on a bank account. [b]Military capabilities:[/b] [hider=Navy] [hider=Seraphim-class carrier] [i]The legacy to the ancient might of the Imperial Navy. Stretching a massive 4.5 kilometers long, the Seraphim-classes are the biggest, most brutal ships within Haldrian's Might Navy. The Seraphim-class was once an old ship of the Imperial Navy, showcasing it's might. But got too old and too expensive to maintain. Two of the few hulls were bought by Haldrian's Might and retro-fitted with state of the art weaponry. Seraphim-class carriers: - The Observer, flagship of the 1st Guardian Fleet - Lumeria's Mercy, flaghship of the 2st Guardian Fleet[/i] [/hider] [/hider] [hider=Army] [hider=Grunts] [i]The fact is, grunts are no offical part of the military. Grunt is the rank you are assigned upon entering Haldrian's Might Army. They come from many systems, in search of a better pay. Grunts are given outdated armor and weapons, and often must fend for themselves. On a battlefield, only through scavanging and looting do they have a chance to survive. After a set period of service, Grunts are allowed 2 months of leave. With the option of either returning home, or 2 months of all-in paid vacation at Ranos. [b]Standard equipment:[/b] - MR-5 railgun - 1 zero-g manuverability suit. Minimum protection. - 1 one-to-5g support suit. Minimum protection. - 2 five nanogram anti-matter grenades. [/i] [/hider] [/hider] I'll probably expand on it if more people finish up their sheets.