Site hosted by Angelfire.com: Build your free website today!
none



Alpha Bangaris Notes



The Alpha Bangaris Confederation is the work of three admirals and the best social and political scientists from the Bangaris colony.

When Terra and her colonies were conquered by the Vareans a special task force and the world of Bangaris Alpha were missed. This colony and her small fleet took the war to the Varean homeworld and, through a colossal bluff and the threat of total destruction of the homeworld, the Varean surrendered to the free world of Bangaris.

Instead of crushing the Vareans, as they had expected, the Bangaris invited them to join in a new interstellar government, the Alpha Bangaris Confederation of Worlds. Earth, Varea and Bangaris were all the principal signatories of the Articles of Confederation that began the new government almost immediately.

The Admiralty Presidency is the executive body of the government. Formed of the original three Admirals of the Bangaris Fleet and their progeny, they are the final authority for all Confederation law. Supporting the Presidency is the High Council. The Council of Worlds elects the members of this body for an unlimited term. They form the Directors for the various Bureaus of the government. The Council of Worlds is the main legislative body of the Confederation, responsible for forming laws and managing the government. There is one representative for each member world of greater than colonial status. Worlds of colonial status or lower may form a block and petition for representation as a group. This is usually allowable. Representatives in this council are elected for 10 year terms and may serve no more than 3 terms. The World Council may only override an unanimous Admiralty veto with an unanimous vote. A split Admiralty veto may be overridden with a 4/5th’s majority vote.

In addition to the World and High councils a Council of Peoples exists to put forward ideas for law and governmental change. They are more of a watchdog organization than a legislative body. They have no power to enact law. They may only suggest to the Admiralty and Councils laws that are needed and way to accomplish these ends. Any organization may post a candidate to the Peoples Council but they must be represent at least 10,000 people. No member may stay in the Peoples Council for more than 10 years.

The Bureau of the government are:

Public Safety and Welfare
Military Affairs
Education
Justice
Accounting and Finance
Information
Industry and Commerce
Foreign Affairs and Relations
Public Affairs and Relations

Each bureau is divided into Departments and then Branches.

The Bureau of Military Affairs manages the Confederation military. The infantry combat elements are organized as follows:

2 5 individual teams per squad (10 persons)
5 squads + command team per platoon (55 persons)
5 platoons + half-platoon command group per company (300 persons)
4 combat companies + command & support company per battalion (1500 persons)
4 combat battalions + command & support battalion per regiment (7500 persons)
5 regiments per division (32500 persons)
5 divisions per corp. (162,500 persons)
5 corps per army (812,500 persons)

Additional military elements are organized along similar lines.

The military provides police functions in addition to their other military duties. They are also used as construction and transport persons for the government. The military also builds much of its own equipment and is responsible for much of its own research. In addition to the standing military there are militia and homeguard units that may be called up to serve in times of war or disaster.

There are also special units that may not conform to standard regulations. The most important of these is the Shock Marines. These forces are the elite of the Confederation troops. They are generally enlisted at the age of eight and are trained at the Holderan Academy. They receive special training and extensive bio and cybernetic enhancements well beyond those normally received by regular troops. The Shock Marines maintain only two corps of combat infantry and one of armor as well as a combat fleet with supporting transport and supply fleets. A single shock marine is expected to be more effective than a full squad of regular troops.

The only non-military troops or police that the government employ are the Bureau of Justice Department of Law Enforcement Special Service Branch marshals. They act as special investigators as well as a check to the military police.

The Confederation has had much technical improvement in is 200+ year history. Prior to the forming of the Confederation the Terran Humans had developed faster than light communication, called the Tach-comm or Ansible though not ftl flight. The Vareans had developed a simple, though dangerous to use, ftl jump drive but not communications. About 50 years after the formation of the Confederation a new, and much safer ftl hyper or warp drive was invented. This new drive greatly aided the Confederation in its early growth and expansion. The Confederation is currently a flattened sphere shape that is just over 500 LY across at its widest point. The current speed of most civilian traffic is 200c (200 times the speed of light). Most military warships can achieve speeds of 350-400c. The fastest courier ships with the newest drives can achieve speeds of 570c. There are some special courier ships which use both jump and hyper drives that can achieve vastly greater speeds but they are uncommon and not very safe.

The current slower than light drive technology is the ion-grav drive. Using grav generators and ion projection plates around the hull ships speed is only limited by fuel and the strength of their compensators. Most civilian shipping is limited to the 200-300g acceleration range with most military vessels in the 500-600g range. The current best speed in a manned vessel is slightly over 1000g.

At current speeds the average civilian vessel can achive sufficient sublight speed to translate to ftl in just under three hours from relative stop. Translation speed is 10% that of light. At any point there after a ship is free to move to ftl speeds. Ships moving into and out of ftl translation retain there stl speeds and velocity in reguards to their translation.

Current weapon technology includes gravitic Force Beams, Grazers (gamaray gravitic focus lasers), Plasma Autoguns, and many types of missiles. Among the newest weapons are the Pulsar rapid pos./neg. oscillating force beam. Fixed weapons include Particle Hyper-accelerators, Meson Projectors, and Rail Guns. Defenses include Grav Shields, Energy Shields, Deflector Grids, Meson Screens and Nuclear Stasis Fields. Light Force Beams provide most close defense verses missiles and small craft.

(note: the Reptilonian empire employs fusion lances on all vessels for both spinal weapons and as their ftl drive system. other weapons include pulsed force beams; not like pulsar but micro pulsed variable force beams. and various missiles. defenses are similar)

Most personal weapons are grav-propelled projectiles or grav-focused energy and particle beams. Power is provided by conversion batteries or fusion packs. Older chemically fired slug weapons and lens focused, chemically powered lasers are available but rare. Melee weapons are energy stiffened highly charged monoblades, vibro wire blades, and powered gauntlets. Many types of force and energy grenades exist. Personal armor consists of ceramic-metal layers with energy diffusing gels between layers overlaid by a ballistic monomolecule cloth.

Military weapons and armor are substantially better than their civilian counterparts. Weapons range into the high energy Ion Cannon, Particle Cannons, Blazer Rifles and Automissile guns. Armor is advanced bimolecular cloth woven around high impact gels suspended in energy matrices, This is overlaid on Tribrinium frame with shock absorbers. If the armor is over a power suit it will also contain an active energy screen.

Computers and robotics use bionetic component suspended in a force matrix to provide tremendous power and flexibility. Sentient computers and robots are illegal but most major systems are very close to it. All robots that resemble sentient species have special identifiers built in to make identification easy.

Cybernetics and Bionetics are major industries within the Confederacy. They are strictly regulated but black clinics about that implant illegal wetware. All members of the Confederacy that have the ability to accept wetware receive a Basic CompLink as soon as is medically advisable. In most species this is around age 5. This Basic Link is free to all citizens of the Confederation. Non-citizens may purchase a Basic Link at minimal cost. Additionally may citizens purchase memory processors, commlinks, data recorders and other useful devices.

Regen therapy has made cyber limbs an affectation but strength and dexterity enhancements are available through both cyber and bio. These are illegal to non-military personnel. Weapon implants are also illegal. Military Cyber and Bionetics include Advanced DirectLinks with Powercomm, Internal Bio-Powercell with Manipulator Transfer Grids, Toughskin, Steel Bones, Weapon Enhancement Link, Neuro Enhance with Block, Metabolic Engine, Nanosurgeons and MedBank, Meson Commlink with Directional Guide, Adrenal Pusher, Psi-shields and Psi-Enhances, and other sense enhancing devices. Internal sensors and other specialized information gathering devices are available to intelligence operatives.

The Special Intelligence Branch:

The Bureau of Information operates a special intelligence gathering and law enforcement arm in conjunction with the Bureau of Justice. Listed officially as the Special Intelligence Branch of the Gather Department of the Bureau of Information, this organization has the ability to recruit teams of qualified individuals for special assignments that other organizations can not or will not handle. Known as E.L.I.T. (Extra Legal Intelligence Team) teams, these groups operate within and without the confines of Confederation space. Teams are recruited for particular assignments and then held on retainer if the unit proves successful. Units are give broad legal enforcement powers and the power to recruit for themselves. Individuals recruited by E.L.I.T. groups do not enjoy the teams legal status or powers until approved by the S.I. Branch.

Assignments likely to be given to E.L.I.T. teams are recovery of dangerous criminals, political espionage, special observers, insurgents and all manner of intelligence operations. E.L.I.T. squads enjoy legal protection within the Confederation subject only to S.I. judicial review. Groups abusing this opportunity are disbanded and the members often turned over to the regular justice system.

The Confederation is divided into administative sectors lead by a sector council and overseen by the sector marshal. The marshal is the final legal athority on the sector level, being incharge of all lawenforcment activities in the sector affect more than one world. The marshal also directs all free military resources within his sector.





Counter