Lord Redtail Rathan
Imm0rtal Ryuu
Zahzi
DestroyerKing33
Pirate Code. (Please note this code only applies to those within the Rogue faction)
The Code of the Pirate Brethren, also known as the Code of the Order of the Brethren and commonly referred to as the Pirate's Code.
Each Captain is responsible for enforcing the Pirate's Code for their crew, in addition to having them sign.
One Man, One Vote.
Every man shall have an equal vote in affairs of moment. He shall have an equal title to the fresh provisions or strong liquors at any time seized, and shall use them at pleasure unless a scarcity makes it necessary for the common good that a retrenchment may be voted.
The Right of Parlay.
Any person to invoke temporary protection and brought before the captain to "negotiate" without being attacked until the parley is complete.
Honour Among Thieves.
Every man shall be called fairly in turn by the list on board of prizes, because over and above their proper share, they are allowed a shift of clothes. But if they defraud the company to the value of even one credit in plate, jewels or money they shall be severely punished. If any man rob another, he shall be harshly punished.
Extra Knowingly bringing misfortune unto another pirate is strictly forbidden.
Everyone Fights.
He that shall desert the ship or his quarters in the time of battle shall be punished harshly.
Keep Your Arms Ready.
Each man shall keep his armament at all times clean and ready for action.
No Conflict Between Brothers.
None shall strike another on board the ship, but every man's quarrel shall be ended onshore by blade or pistol in this manner: At the word of command from the Quartermaster, each man being previously placed back to back, shall turn and fire immediately. If any man do not, the Quartermaster shall knock the piece out of his hand. If both miss their aim, they shall take to their cutlass, and he that draws first blood shall be declared the victor.
Killing A Surrendered Enemy Is Not Allowed.
Simple Enough.
Workman's Comp.
Every man who shall become a cripple or lose a limb in the service shall have medical expenditures covered from the common stock OR payment as compensation. For lesser hurts proportionately.
Privilege of Rank.
The Captain and the Quartermaster shall each receive two shares of a prize, the Master Gunner and Boatswain, one and one half shares, all other officers one and one quarter, and private gentlemen of fortune one share each.
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Ranking Charts.
Society
Pirate King/Queen - Over all leader of the Rogues.
Pirate Lord/Lady - One of 9 counsel members that rule the Rogues.
On Ship
Captain - Leader.
First Mate (2nd/3rd/4th/5th) - Supervisor.
Quartermaster - Enforcement.
Boatswain (Bos 'n ) - Security.
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Important Notes.
While there are other roles within the Rogues they are not as pivotal to the general role play aspect of The Rogues and are more widely available, please check with your captain before assuming any role on-board a ship. If you wish for a non-ship role then please check with the current Pirate King/Queen for positions available within one of the rogue ports/bases.
Please note that Captains are generally, as a rule, elected by their crew.
Becoming a Captain within the Rogues requires you to have a level of respect within the faction itself, this is usually achieved by being successful, the better at piracy you are the more respect you are given, have earned. As you will need to amass a following to man and maintain your ship(s). The same is true for becoming a pirate Lord/Lady and more so for becoming King/Queen. Captains are normally elected by the crew, Lords and Ladies are elected by the Rogues on mass vote, Kings and Queens are elected by the nine Lords and Ladies.
Basically, maintaining a high rate of success while also maintaining a low casualty/expenditure will fast track you to becoming a Captain, then Lord/Lady, then potentially King/Queen.
In the case of one captain requiring more than one ship for a job, they will need to enlist a second captain with access to a ship, or gain access to a second ship, this can be done in a handful of ways, enlisting aid from another captain being the easiest and fastest.
In the case of multiple captains taking on a joint venture, then each captain must agree on a leader and the percentages of fair payment. This will normally be an equal split of the loot between all parties involved. The exact details and conditions will be decided in roleplay, however if you require assistance then feel free to message the current pirate King/Queen for extra details or advice.
As all Rogue ships are treated as the property of The Rogues as a whole, you will likely not own the ship you first start captaining. Think of it as a company car, as long as your a rogue you can use the ship.
While personal ships are the obvious exception here, they are generally not used for Rogue business. Ease of access and anonymity are some of the main factors here.
Please also keep in mind that The Rogues operate within the CORE of the empire, that is our operation territory, however, due to the mass of Navy and other military presence on and around Sol and Alpha Centauri, we are unable to operate on or near by those planets, we will get stopped, we will get searched and likely discovered then arrested. This includes Ports near by such as Port Cloud.
Also stay out of the Badlands (Sigma Draconis), going there will not allow for a good time.
This is a fairly basic and simplified explanation of how the Rogues function. If you have any further questions or queries then please PM ether the Guild Captain or the current Rogue King/Queen for further information.
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Rogue Ships.
Rogues transport (unarmed)
Used for transport of goods across the Core.
900 meters long
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Rogues Frigate
Specifically to hit unarmed merchant vessels or weak targets. Best in groups.
Length: 300 meters
Armament
2x forward facing laser cannons
2x broadside missile launcher (one per side)
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Rogues Destroyer
Designed to put up a fight against light units defending a merchant, as well as defend itself to the hyper limit. Can work alone, but more powerful in a group.
Length: 375 meters
Armament
2x forward facing laser cannons
4x broadside missile launchers (two per side)
Countermeasure launcher