Dread Corsairs

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Skull and Rifles
CorsairsLogo.png
Dread Corsairs Logo
General
Playstyle Lootin' and Pillagin'
Faction Colour Jolly Roger Gray
Type Fan Minor Faction
Dev. Status Conceptual

"If you happen to be rich
And you find you are left by your lover,
And you moan and you groan quite a lot
You can take it on the chin,
Call a cab and begin to recover
On your 14-karat yacht! WHAT!?"

- "Money Makes the World Go Round", from the 1966 musical Cabaret

The Dread Corsairs or Corsairs, is a Quantum minor faction; a group of highly dangerous modern pirates formed to bring a new golden age of corsairdom in the face of increasingly militarized waters. Though at first starting in the warm waters of the Indian Ocean, this band of pirates and brigands has expanded to nearly every major body of water with sea access in the world, sometimes even being bold enough to engage in coastal attacks.

At a Glance

Faction Color Jolly Roger Gray
Playstyle Naval Pillaging
Theatre of Operations Open waters, coastal areas
Strengths Versatile weaponry, naval and land coverage, economic looting, powerful commando reinforcements
Weaknesses Dependent on looting, not much on the way of land-based warfare, unremarkable compared to other navies, one reinforcement at a time
Motives Theft, Fame, Fortune, Anarchy, whatever the Corsairs want 'cause pirates are free
Basic Look

Diplomatic Relations

Dread Corsairs Diplomatic Relations
AlliedLogoThumb.png Allied Nations IconWar.png War EmiratesLogoThumb.png African League IconWar.png War AtlanteanLogoThumb.png Atlantean Ascendancy IconWar.png War
ConfederateLogoThumb.png Confederate Revolutionaries IconWar.png War CombineLogoThumb.png Technocratic Combine IconWar.png War ConcordiatLogoThumb.png Unification Concordiat IconUnknown.png Unknown
SovietLogoThumb.png Soviet Union IconWar.png War IndustryLogoThumb.png Industrial Guild IconWar.png War FylkirateLogoThumb.png Norse Fylkirate IconUnknown.png Unknown
EmpireLogoThumb.png Empire of the Rising Sun IconWar.png War ContingentLogoThumb.png Southern Contingent IconWar.png War IPDILogoThumb.png Indo-Pacific Defense Initiative IconWar.png War
TalonLogoThumb.png Order of the Talon IconUnknown.png Unknown UnionistLogoThumb.png American Unionists IconWar.png War PangaeanLogoThumb.png Pangaean Generation IconWar.png War
GreenChinaLogoThumb.png Atomic Kingdom of China IconWar.png War CommonwealthLogoThumb.png Greater Indian Commonwealth IconWar.png War ReactionaryLogoThumb.png Reactionary Guard IconMixed.png Mixed
SyndicateLogoThumb.png Mediterranean Syndicate IconMixed.png Mixed FederationLogoThumb.png Cybernetic Federation IconWar.png War ConclaveLogoThumb.png Enlightened Conclave IconHostile.png Hostile
ProtectorateLogoThumb.png Electrical Protectorate IconUnknown.png Unknown EcumeneLogoThumb.png Ukrazol Ecumene IconUnknown.png Unknown KumunLogoThumb.png Kumun Hegemony IconUnknown.png Unknown
ARVNLogoThumb.png Army of the Republic of Vietnam IconWar.png War PahitLogoThumb.png Pahit Dictatoriat IconWar.png War NorthKoreaLogoThumb.png Korean People's Army IconWar.png War
ReserveLogoThumb.png Allied Reservists IconWar.png War 20px Mongolian Migration IconUnknown.png Unknown SouthKoreaLogoThumb.png EoK Penal Divisions IconWar.png War
BlueChinaLogoThumb.png National Revolutionary Army IconWar.png War InkarriLogoThumb.png Inkarri Theocracy IconWar.png War DarkwaterLogoThumb.png Darkwater Industries IconWar.png War
RedChinaLogoThumb.png Communist China IconWar.png War MIRLogoThumb.png Movement for International Revolution IconNeutral.png Neutral CorsairsLogoThumb.png Dread Corsairs N/A
VietcongLogoThumb.png Vietcong IconNeutral.png Neutral NetworkLogoThumb.png Network of Truth Seekers IconNeutral.png Neutral BalkanLogoThumb.png Balkan Rebellion IconMixed.png Mixed
GLALogoThumb.png Global Liberation Army IconAlliance.png Alliance PhoenixLogoThumb.png Phoenix Front IconWar.png War KatipunanLogo.png Katipunan IconWar.png War
IntIncLogoThumb.png International Inc IconNeutral.png Neutral CoalitionLogoThumb.png Coalition of Arabian Monarchies IconWar.png War 20px Forgotten Flotilla IconUnknown.png Unknown
BlackHandLogoThumb.png Cult of the Black Hand IconUnknown.png Unknown ASGLogoThumb.png Crescent Pact IconWar.png War IronFangsLogoThumb.png Iron Fangs IconAlliance.png Alliance

Background

High Tide, Low Life

The so-called Golden Age of Piracy is known to stretch from 1689 to 1725, in a time where the riches of the rest of the world were starting to become fully open to Europe, when military warships were unable to outclass vessels possessed by bandits. Famous names such as Blackbeard, Black Barts, and Henry Avery were known across the world. Perhaps lesser known, but no less problematic for maritime shipping, were the raiders operating in the Barbary Coast whose heyday substantially outlasted those of their Caribbean counterparts, the Indian Ocean-based pirates who plagued the shipping of Europeans and Asians alike, and the corsairs of the waters in both the Atlantic Ocean and the Sea of Japan.

Wherever a lack of government control over the coasts existed, pirates could be found throughout those parts of history. But in time, these traders and the nations behind them had enough. One by one, their hotbeds were silenced as governments moved in to establish order and security for their shipping. Military warships started seriously outpreforming the vessels pirates could make, merchant ships started protecting themselves with convoys - well-armored and armed ships that were simply too fast to catch. Virtually all nations agreed to consider pirates as enemies to all mankind, with punishment being swift, certain, and harsh. Once the conditions favorable to piracy disappeared, so did it.

For much of the rest of history, corsairdom on the high seas became more of a nuisance than anything, having fallen far from its former heights. When ships started being powered by steam and made of metal, it was believed that it was largely a hopeless cause, held to by just a few desperate stragglers who raided the occasional vulnerable vessel often mostly in port rather than during high-sea battles. However, the 20th century offered a chance for the pirates to be reborn as large-scale chaos started appearing once again. The rise of the Syndicate in particular was quite the boon, as their general disinterest in prohibiting private enterprise made the lands they claimed as their own hotbeds of piracy, starting up pirate raids in the Latin American and Mediterranean worlds.

The decolonization process similarly opened up many new unstable areas of the world, while the intensification of the Chinese Civil War made the potential stabilizing influence of a China in East Asia little more than wishful thinking. But currently, piracy was largely limited to motor boats and hijacked fishing trawlers ambushing unarmed merchant ships. Many nations responded to its increase by adding escort ships which once again proved to be an insurmountable barrier. However, a watershed moment for its great rebirth would be the secret conference at Kismayo. Here, the great pirate bands and captains of the world met to discuss a means to better enrich themselves.

A daring plan, forwarded by the Red Lady, a young but charismatic Albanian woman, was then decided upon. For pirates to truly thrive, they would need to be able to take on navies on a much more even basis. This would require one of the most audacious plans yet.

Union and Theft

The first aspect of the plan was the simplest, the agreement to create a union of pirate bands into one organization to better organize operations around the world. Second came the real meat of the plan, to steal the secrets of SPAM and military naval engineering. On October 1960, the newly-formed Dread Corsairs organized a series of audacious raids in quick succession on II factories based around the world while others focused on acquiring plans for warships and military templates. Numerous WW2-era MCVs were stolen along with various plans for weapons. Sometimes called "the night of 40,000 thieves", the Corsairs snuck away with their loot and set themselves to work. Efforts at trying to track down the thieves stymied by a series of almost-suspiciously fortuitous shifts in the focus of the world powers and INTERPOL into conflicts in post-colonial Africa.

Now possessing ill-gotten loot, the Corsairs built for themselves bases along the Indian Ocean as well as secretive sea-rigs and ocean forts that would serve as bases for their great armada. Simultaneously, they created their navy and their marines, assembling a large fleet swiftly thanks to the sheer manufacturing power offered by SPAM. In February 1961, they struck. A wolfpack of three destroyers and five frigates flying the Jolly Roger sailed up near Tanzania and quickly gutted a small fleet of merchant ships. As the culprits were not successfully captured, the company in charge of the wrecked vessels were quick to simply declare the attack as an 'isolated incident' - something that cannot describe the next waves of raids that the Corsairs will pull.

Perhaps ignored by most world powers due to other pressing issues, the Corsairs evolved from a simple band of naval bandits to the world's biggest pirate organization to ever terrorize the seven seas. Their operations eventually became more than boarding merchant ships as even civilian cruise liners, private yachts, and even military vessels were raided and robbed by the Jolly Roger pirates. Beholden to no country, organization or corporation (although they sometimes find work within Syndicate-aligned port owners all too eager to shell out some of their cash just to hire them), the Dread Corsairs have shown themselves to be a major threat to the navies of all world powers to the point where it was declared mandatory that even civilian liners are to be escorted by at least three frigates for protection.

Not satisfied by the fact that the world's seas have once again become veritable playgrounds for pirates, the Corsairs have gotten wind of rumors of the riches of the recently emerged Atlanteans whose splendor and wealth can be located under their underwater domes. Splendor and wealth that has never been touched by the surface for millennia. Not wanting to let the opportunity to bring about the Second Golden Age of Piracy pass, the captains of the Corsairs have ordered their crews to hunt down any ships associated with Atlantis. What they intend to do with Atlantis' wealth afterwards is still unknown. How they intend to defeat the world's most powerful navy is another mystery.

Crewmen & Fleets

"You might say that I am nothing but an uncivilized lawbreaker... a lawbreaker guilty of boarding that merchant ship just off the coast of Roanapur. But when it comes down to it: can you really say you "naval forces" are freer than us? To be free in sinking the vessels of those who you dislike just because you are ordered to do so? To be free in abiding by your laws of the land that only defend those that are in charge of it all? And to think I was once like you, Admiral. But I have rejected the false freedom of the land, and in its place I have substituted my own. A freedom in the sea that allows me to experience what you land-huggers will never taste, one that allows you to enjoy real freedom...you'd make a good member of us, Admiral. Maybe you just need that little push."

- Captain Jagjit Dakar, during an interrogation

Units

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Matey The rank-and-file soldier of any Corsair crew, they can switch between a double barrel shotgun and an old sniper rifle, although neither is overly effective in water. They can also find coin in the least likely of places in the field, allowing the commander go gain a bit of money every few seconds.
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Cannoneer Crewmen entrusted with heavier ordnances, these guys have to stand still to fire their slug cannons, which they cannot do while in water. Cannoneers can send off their scout parrots to scout an area, coming back to them afterwards.
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Buccaneer Entirely female soldiers, those fierce Buccaneers fight in close combat with their swords as well as their akimbo machine pistols over distances. They can also dress themselves as ordinary ship crew, allowing them to go for the kill against enemy soldiers, though they can fall victim to detectors. They can even loot profits off of dead bodies, this can stack up the more corpses there are in the field!
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Skiff An armoured amphibious transport on a raft, the Skiff is usually unarmed but can man one of its onboard guns when an infantry is inside. The Skiff can also serve as a temporary ore collector when necessary, but infantry cannot be transported.
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Caravel The result of a more daring raid on a coastal Confederate garrison, this amphibious tank is about as armoured and strong as a regular Mastiff and can either use his harpoons against infantry, or fire explosive-laden harpoons (only water, switch).
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Brigantine An amphibious vehicle-only transport with heavy armor, the Brigantine can roll over small obstacles. For added profits, it can choose to carry sunken ships or wrecked vehicles to be sold at the nearest Pirate Port, but cannot carry a vehicle on board when doing so.
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Speeder A fast and small boat with hidden missiles and machine guns, the Speeder can turn to insane speeds and jump over obstacles. Secondary gives a boost, unloading virtually all of its ammo at nearby enemies before having to restock.
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Galiot Taken from Razor-class blueprints before undergoing extensive modifications, the Galiot functions both as an anti-naval and anti-air attacker for the Corsairs. The Galiot can submerge and use torpedoes against ships or come out of the depths and activate AA gatling guns.
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Galleon The Galleon looks and acts similar to a San Juan-class frigate, but instead of a heliport, it possesses a SBC cannon for mid-range attacks. It can also switch ammo to shells made from stolen neo-Greek Fire, effective vs. infantry and structures (even more so in water) but worse against vehicles.
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Privateer Based on the chassis of the Ironclad-class destroyer, this scourge of the high seas is meant to be quite the brawler against medium ships and coastal units. Thanks to its ability to launch rapid spreads of torpedoes periodically, it can even menace heavier ships. Privateers are armed with three turrets, each with two 5 in guns with which to let loose on vulnerable shipping.
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Dutchman The terror of the high seas, Dutchmen are used to terrorize entire coastal settlements and force them into paying ransoms to the Corsairs. They are designed after the Cruiser chassis, but whereas the famed Jutland-class cruiser uses a small number of 15 in guns, the Dutchman is armed with whopping 12.8 in guns in triple turrets with which to obliterate shorelines. The Dutchman can switch to incendiary shells which deal less damage up front, but cause more harm in the long run.
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Boatswain A mighty seaplane carrier, the Boatswain carries an array of propeller-driven seaplanes that can be launched from both the deck and the water. The Boatswain is meant to provide support rather than operate as a true combat lynchpin like other carriers; offering some anti-air and ground attack to troops who might need it, or a "repaircraft" - a small seaplane specifically designed for restoring friendly units and structures to their proper shape.

Structures

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Pirate Port A budding harbor on the other side of the coastline, the Pirate Port is where the men are armed and vehicles are maintained.
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Tavern Far from a simple establishment where people can drink and have a good time, the Tavern is a reinforcement structure of the Corsairs, where you can hire some of the most badass pirate figures of today...for a hefty price.

Deathmatch Reinforcements

"Naftílos"
While shrouded in mystery and speculation, this almost-legendary crew of pirates can offer their services to the Corsairs... demanding a piece of gold, glory and guns just for one moment of assistance.

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Bluebeard The dreaded ex-captain of the Barbary Brotherhood, Archippos 'Bluebeard' Segal possesses two heavy flintlock pistols that allows him to quickly neutralize enemy soldiers. If that wasn't enough, he can even signal his ship to unleash a broadside in an area. And if those two weren't enough, his pirate-y charisma inspires nearby Corsairs to fight harder!
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Charybdis A mercenary-turned-cyborg pirate, 'Charybdis' (real name unknown) possesses a powerful harpoon gun that can damage and pull vehicles and ships from a range thanks to his massive exterior, and those ships even take damage when they get pulled into waterborne units or terrain. He can even switch to his giant anchor that can stop enemy armor in place while dealing immense damage to them!
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Black Barts Want a regular source of income? Black Barts wields an experimental "Midas" transmutation cannon that can instantly turn any unit to valuable minerals that can be clicked over for resources. However, after each shot, it will take an agonizing long time to recharge.
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Anne Bonny One of the deadliest female assassins of the modern age, Anne wields powerful dual knves that can immediately kill anyone, providing she comes into range with said enemy. She can even hijack vehicles not only to provide additional firepower, but also to utilize them to their highest potential!
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Davey Jones The most feared buccaneer on the seven seas, Davey Jones prefers not using weapons, instead climbing up allied ships and relying on his massive charisma, heavily buffing the ship in question. He can even use his powers of persuasion to convince nearby enemies to join the Corsairs' cause!
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Dread Corsairs
Quantum Minor Faction
Infantry MateyBuccaneerCannoneer
Amphibious Vehicles SkiffCaravelBrigantine
Attack Ships SpeederGaliotGalleon
Capital Ships PrivateerDutchmanBoatswain
Structures Pirate PortTavern
Naftílos BluebeardCharybdisBlack BartsAnne BonnyDavey Jones
Detailed Information Characters of the Corsairs • [[]]