Inteq Risk Management Group
"Brothers in arms through and through, forget about the past for we fight together today."
The Inteq Risk Management Group (often shortened to simply Inteq or IRMG) is a private corporation that was founded by renegade, dismissed, or abandoned ex-Syndicate and ex-Nanotrasen personnel in a joint effort to utilise their mercenary talents and distance themselves from their roots. The IRMG was formed after the Inter-Corporate War, the mutual scars of the conflict being the biggest contributor to the forming of the group.
Their original equipment was obtained from old Syndicate surplus, with some even stolen from supply drops. Much of it was heavily modified for specialised use in private security operations, and Inteq typically embellishes their weapons with a signature yellow stripe.
Some of the junior members complain about Inteq's hardline "no bullshit" policy, enforced both within their own ranks and the people they deal with. Rumors say that lethal punishment has been used to enforce this, and these allegations have sparked some conflict between Inteq and SolGov, but so far no hostilities have resulted.
Regardless of their methods, the IRMG has cemented itself with a strict, professional reputation with Frontier employers for being top-quality military grade protection, and as such they are often hired as body-guards or company security.
Structure and Operations
The heart of Inteq operations is their Mothership, a massive craft more akin to a mobile space station than a ship, which serves as a carrier for the myriad of smaller company vessels. The Mothership is built to house and maintain the Inteq fleet, as well as berth many thousands of crewmen and troopers. It functions as the corporate headquarters and organisational backbone of the IRMG.
Visitors are welcome aboard in the form of contractors, prospective recruits, and friends and family, though the visitor's section is always under close watch as the vessel is run with operational security in mind. Mothership-bound crew are usually extremely busy maintaining the vessel, tending to medical and repair duties for returning ships, or dealing with the many challenges of mercenary life.
How to Play this Faction
Ranking in the IRMG is much more informal than that of a military organisation, and largely used to keep track of divisions and where Mercs are contracted for work. All ranks are given equal respect and aren't typically looked down on by superiors or fellow rank-and-file. Cadets are as respected as Enforcers, and Enforcers as much as Masters-At-Arms.
The IRMG is an admixture of mercenary company and private security, operating independently of homeworld governments, but abiding by common rules of warfare and its own strict internal policies. They follow a Standard Operating Procedure in all circumstances.
Inteq divides its personnel into two major divisions: Security, and Support. Vanguard are general squad leaders and the highest ranks among the Security Division. Should a Vanguard be put out of commission or should there be no Vanguard available, honorable Corpsmen and honorable Artificers are the next in command in equal standing. They are to be respected as much as a Vanguard.
Standard Operating Procedure
Contractee Supply Policy
During contract negotiation, Inteq should establish whether the contractee permits Inteq to make use of their supplies to execute operations. Inteq encourages establishing this policy for emergencies, but reminds you not to abuse it and risk straining relations with your employers. Inteq crew must report all claimed supplies to their assigned Vanguard.
Combat Aftermath Protocol
Corpsmen are to prioritise the healing or revival of any non-hostile personnel (crew or bystanders) seen as valuable or vital, followed by treatment of all team and bystanders. Do not treat enemy combatants unless ordered to by the crew Vanguard.
Artificers are expected to take note of property damages and restore conditions when combat is over. Do not build additional structures in non-combat areas unless under construction contract.
Enemy combatants who are not to be revived are to be body-bagged and stripped of weapons and ammunition, and the bodies returned to the group they belong to. While this takes place, the squad Vanguard will create an after-action paper report recording all casualties of both sides for review by Mothership personnel. Supply manifests are also granted but not required after active combat unless it is a territorial takeover.
Spoils of War Policy
Capture of enemy supplies is not a priority unless there are no threats remaining in the battle-space. However, once an area is secured, enemy supplies are allowed to be seized, including ships, weapons and other general supplies.
Relationships While on Duty
Relationships with contractees is forbidden, especially when on duty. If this protocol is broken it is up to the Vanguard to decide an adequate punishment. Forgoing punishment is valid, but not recommended. Relationships among Inteq personnel are permitted.
Security Division (In Ascending Order of Seniority)
- Cadet - Used interchangeably with "Recruit" for Enforcers in training.
- Enforcer - The standard Security Division, with duties similar to a security officer.
- Enforcer Class One - Highest Enforcer rank, usually with cross-Division specialisations.
- Master-At-Arms - Warden of ship armaments.
- Enforcer Honor Guard - Akin to high-ranking military police, usually former Vanguard. Assigned to protect important IRMG figures.
- Vanguard - Squad leaders that most other ranks follow the orders of. Comparable to a Head of Security.
- Honorable Vanguard - Usually reserved for Vanguard commanders away from the front lines.
Vanguard perks and additional rules:
- Assemble rules for their squad. They are not to violate Inteq's rules, lest they face lethal punishment.
- Request supply drops for their squad.
- Be generally intimidating.
- Enforce, grant and create contracts.
- Honorable Vanguard and above, own their own ship.
- Private Office and Quarters on the Mothership.
- Private mess with fellow Vanguards on the Mothership.
While separate to Security Divisions, they still fall under command of the squad Vanguard. Support Division crew have the same rank as Enforcers.
- Artificer - Engineering corps, either a combat engineer, or ship maintenance crew. Artificers answer to Honorable Artificers should there be no Vanguard present. Otherwise they fall under the command of the squad Vanguard.
- Honorable Artificer - An honorary title for Artificers that have proven themselves to be capable of being a Vanguard but declined the role. Usually regarded as a "Chief Engineer".
- Corpsman - Frontline medical personnel, including paramedics and doctors. Corpsmen answer to Honorable Corpsmen should there be no Vanguard present. Otherwise they fall under the command of the squad Vanguard.
- Honorable Corpsman - An honorary title for Corpsmen that have proven themselves to be capable of being a Vanguard but have declined the role. Usually regarded as a "Chief Medical Officer".
The history of the IRMG is one shrouded in mystery. Few in the IRMG truly know the beginnings of the group, as even the upper echelons are briefed vaguely about the truth of its founding. Lower-ranks agents concoct many wild theories on how the group was formed, from tales of straightforward common ground between founding members, to outlandish stories of valor, tragedy, and star-crossed lovers.
All that is truly known by the upper echelons are the original founding member's species, original allegiances, and a messy recollection of what united them under a single banner.
The original founders included two Syndicate operative: a Human and a Kepori, and two Nanotrasen employees: a Sarathi, and an Elzuose. These unlikely four found themselves stranded together on a ruined Nanotrasen space platform at the very end of the Inter-Corporate War. The Syndicate had intended to raid the platform, but the attempt ended in disaster for both forces, and neither side made any attempt to rescue survivors. The last remaining mortally-wounded four put aside their differences and helped one another, forming bonds and eventually abandoning their former masters to forge their own path.
Nanotrasen and the Syndicate
Inteq is on bad terms with both Nanotrasen and the Syndicate. Much animosity and resentment lingers as almost all of the IRMG is comprised of former personnel of both groups who have left on their own accord to forget their original roots. While no active hostilities have occurred, none of Inteq's crews enjoy the Syndicate or Nanotrasen trying to force their will onto them again.
Inteq is currently on rocky grounds with SolGov on account of the Solarians unease of Inteq's policy of lethal punishments for disobedient IRMG crew. The IRMG's mixed Syndicate and Nanotrasen personnel is also a contributing factor, given that many of them are suspected to have bloody pasts in the Inter-Corporate War which have not been answered for.
The Colonial Minutemen
The Colonial Minutemen respect Inteq's disciplined and professional nature, both of which make Inteq reliable for the Minutemen to call upon among the volatile and sometimes treacherous other groups of the Frontier. The CMM hold them in high esteem and would gladly assist in their endeavours if called upon.
Some IRMG personnel find the Minutemen quite reliable to work with, only bolstering their positive reputation with the IRMG at large.
Species Presence in the IRMG
The IRMG has always been an extremely open group, more than willing to accept any species into their ranks if they prove themselves capable of performing their duties and upholding Inteq's standards.
While the main bulk of the IRMG is comprised of humans, all species are integrated into the ranks, usually with specialisations reflecting their professional and innate skillset.
Humans are the biggest portion of the IRMG workforce. Numerous, flexible, and sociable; their numbers and ability to bond with nearly any species has given them the title of the most numerous species in the IRMG. Many of them make their ways to the upper echelons of the IRMG should they prove their worth.
Sarathi are the second largest portion of the IRMG workforce, and while less numerous, there are still many that have made their ways to the upper echelons of the IRMG. Accusations of rampant 'lizard kissing' in the IRMG are likely unfounded...
Kepori make up the third largest portion of the IRMG workforce, as they share many of the traits humans have. Being fiercely loyal, inquisitive, and sociable, they are often excellent Support Division crew. While not barred from combat roles, they are heavily discouraged from it due to their frail bodies and smaller stature. One notable trend exists, wherein some Kepori have declined the offer of promotion to upper echelon staff to remain with crew they have bonded with.
While smaller in number, Elzuosa are most often seen serving the same roles as Humans and Sarathi. Though with their electricity-reliant nature, a great many choose to work in Support Division as Artificers and maintenance crew.
Mothpeople and Rachnids
Grouped together as they have been very scarce in the IRMG, the few Rachnids that are in the group are typically put into specialized stealth divisions.
Phorids are a rarity in the IRMG as much as they are elsewhere. The lack of specialized suits manufactured for them and the difficulty of long-term habitation usually leaves them to work on the Mothership as Support Division or subcontracted maintenance and service crew.
Owing to their imposing physical stature and hardiness, Vox are known to make for adept Enforcers and Vanguards. While their size makes work difficult for them in Support Divisions, they often work with or as Corpsmen in the task of retrieving the injured during combat.