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# Inteq Risk Management Group

ALL CREDIT GOES TO @Halcyon, imported here for player visibility.
> '*Brothers in arms through and through, forget about the past for we fight together today.*'
Inteq Risk Management Group, or in short hand the IRMG.
A private corporation that consists of Ex-Syndicate and Ex-Nanotrasen Personnel in a joint effort to further themselves away from their roots. The IRMG was formed after the corporate war, the scars of Nuclear warfare being the biggest contributor to the forming of the group after the major fallout.
The equipment they have obtained was gained from an old Syndicate surplus, Some even stolen from supply drops. The equipment has been heavily modified for effectivity to serve in Private security operations, their weapons are typically brandished with a yellow stripe on them.
some of the more junior members complain about a 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 before, but regardless, it has contributed to IRMG's professional reputation. This certainly has sparked an Interesting conflict between IRMG and SolGov, but no hostilities have yet been made.
IRMG has a moderate Reputation with the local sector for being top-quality military grade protection, often hired for body-guards or company security.
# Relations to other factions
## Nanotrasen and the Syndicate
### Bad terms, extreme unrest but no hostilities at large.
Almost all of the IRMG is composed to previous Nanotrasen and Syndicate company personnel who have left on their own accord to forget their original roots.
Many lash out and do not enjoy either the Syndicate or Nanotrasen trying to force their will onto them again.
## SolGov
### Neutral, rocky grounds.
they are currently on rocky grounds due to the minimal information given to SolGov by the IRMG and general unease around them due to working, and punishment ethic of the group.
The IRMG's mixed Syndicate and Nanotrasen personnel is also a contributing factor, given their own stories and actions before joining the IRMG.
## Minutemen
### Respect, actively willing to assist.
for their way of life and upbringing and actions the group does. They hold them in high esteem and would gladly assist in their endeavours if called upon.
Some IRMG personnel find them quite reliable to work with, only bolstering their positive reputation with the IRMG at large.
# History
## Mysterious beginnings
The history of the IRMG is one shrouded in mystery. Little in the IRMG truly know the beginnings of the group, many of the upper echelons are simply briefed by a vague gist of how it was formed. Lower ranks agents in the group sling baseless ideas on how the group they work in was formed, from the simple and straight forward the founding members shared a common ground, to the more outlandish stories of valor, and tragedy of star crossed lovers.
All that is truly known by the upper echelons are the original founding member's species, original allegiences and a messy recollection of what united them under a single banner.
Two Syndicate operatives, a Human and a Kepori, and two Nanotrasen employees, A Sarathi, and Elzuosa. Being stranded on a failed raiding platform after the nuclear wars and forgotten by their corporate entities each person being mortally wounded, they discarded their corporate ties they assisted eachother in the tenous moments of life and death the group found themselves in.
## BEING DONE IN A QUEST STYLE WEBCOMIC ON THE DISCORD! MAKE YOUR CHANGE ON THE LORE TODAY! #INTEQUEST
## Seeds of alliance (WIP)
# Current day
## The mothership
The mothership is a balance between station and carrier, built to hold thousands upon thousands of crewmen and troopers.
Having it's own docking bay for smaller vessels where visitors and Inteq vessels alike can dock. though the visitor's section is always under close watch, Mothership bound crew are usually extremely busy from maintaining service positions, to medical checkups, to making sure the ship has a stable reactor and power flow.
Troopers and Vanguards that typically stop by are on break, coming to report a finished operation or simply waiting for deployment due to lack of independence or assigned squad leaders.
## Species in the IRMG
The IRMG has always been an extremely open ended group, more than willing to accept any species with open arms if they prove themselves capable of working with them.
While the main bulk of the IRMG is composed to Humans, many species are integrated into the ranks with some species being proficient in some divisions and worse in others.
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### Humans
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.
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### Sarathi
Sarathi are the second largest portion in the IRMG workforce, from the ones that uphold the fluid lifestyle and ideals of their culture, to the ones bereft of a goal after the nuclear wars, they enjoy the freedoms and rules afforded to them in the IRMG.
While less numerous, there are still many that have made their ways to the upper echelons of the IRMG.
Many heckle eachother for the rampant 'lizard kissing' in the IRMG, mainly pointed towards the Humans being at fault for it.
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### Kepori
Kepori make up the third largest portion of the IRMG workforce, as they share many of the traits Humans have, fiercely loyal, inquisitive, and sociable. Many of the Kepori that make up the IRMG are the 'Rollaways' of the species. Many packs do find themselves in the IRMG, sticking close to eachother and welcoming the 'Rollaways' at times.
While not barred from combat roles, they are heavily discouraged from it due to their frail bodies and smaller stature. But due to those same limitations, they are exquisite Artificers and Front line scouts.
Kepori are granted the ability to move upwards to the upper echelons but typically decline the offer to either stick with their pack, or crew they have grown to enjoy.
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### Elzuosa
Elzuosa while a rarity are a normal staple to see serving the same roles as Humans and Sarathi. Though with their electricity reliant nature for survival, they find themselves comfortably and happily working as Artificers.
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### 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.
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### Phorids
Phorids are a rarity in the IRMG, the lack of specialized suits manufactured for them for identification usually leaves them to work on the mothership as full time medical officers, or bartenders.
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### Vox
Vox are typically barred from any major support division past Paramedical body retrieval due to their size, but are extremely adept Enforcers and Vanguards due to their imposing stature and hardiness.
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# Ranking (more to be added)
Ranking in the IRMG is simply to keep track of divisions and where Mercs are hired off to. All ranks are given equal respect and aren't typically looked down on by superiors or fellow rank in file ops. Cadets are as respected as Enforcers, and Enforcers as much as Master-At-Arms.
## Security division
**Recruit/Cadet** (depending on what sector/commanding officer.)
**Enforcer.** - the basic 'security officer' rank.
**Enforcer Class one.** - Typically where it splits off into different divisions.
**Master-At-Arms.** - The Warden.
**Enforcer honor guard.** - A split off of military police and discharged Vanguards assigned to protecting important figures of the IRMG
## Vanguards
**Vanguard** - The baseline 'Head of security', a squad leader that most other ranks follow the orders of.
**Honorable Vanguard** - Cushier squad leader, usually commanding off the front lines.
<details>
<summary>Vanguard perks and additional rules.</summary>
•Assemble rules for your squad. (Do not violate the basic rules to Inteq or face lethal punishment.)
•Request supply drops for your squad.
•Be generally intimidating.
•Enforce, grant and create contracts.
•Own your own ship. (Honorable Vanguard and above.)
•Private Office and Quarters on the mothership.
•Personal lunch with fellow Vanguards on the mothership.
</details>
## Support divisions
While these are not 'security' divisions, they still fall under purview of the Vanguard of their squad, Otherwise they have the same rank as Enforcers.
**Artificer** - Engineering corps, either a combat engineer, or ship maintenance crew
**Honorable Artificer** - An honorary title for Artificers that have proven themselves to be capable of being a Vanguard but declined the role, these are who Artificers respond to should there be no Vanguard present, usually regarded as a 'Chief engineer.' Otherwise they fall under the jurisdiction of the squad Vanguard.
**Corpsman** - Frontline medical personnel, both a paramedic and doctor.
**Honorable Corpsman** - An honorary title for Corpsmen that have proven themselves to be capable of being a Vanguard but have declined the role, Corpsmen respond to them should there be no Vanguard present, usually regarded as a 'Chief Medical Officer' Otherwise they fall under the jurisdiction of the squad Vanguard.
<details>
<summary>WORD OF NOTE FOR HONORABLE CORPSMEN AND ARTIFICERS.</summary>
____
# 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 at an equal split off. They are to be respected as much as a Vanguard.
</details>
# S.O.P
## Assault/Defence aftermath protocol.
Corpsmen are to heal or revive any personnel seen as valuable or vital.
Those who are not to be revived are to be body bagged and stripped of weapons and ammunition, the bodies returned to the crew/faction they belong to. While this takes place, the squad leader (Vanguard) will take note of casualties of both sides on paper for higher up review. Supply manifests are also granted but not required after active combat unless it is a territorial takeover.
## Corpsmen/Artificer protocol
Artificers are expected to take note of property damages and restore conditions when combat is over. (Do not build additional structures in noncombat areas unless under construction contract.)
Corpsmen, as expected are to keep the team and any bystanders alive and stable.
(Do not treat enemy units unless permitted by your Vanguard.)
## Supply/"Spoils of war" protocol.
Stealing enemy property is highly unrecommended unless there is no enemies remaining to reclaim this property, this includes ships, weapons and other general supply. Taking supply from those who have contracted you is allowed, only if it is highly needed as it is part of the standard contract. (Report supply claims to your assigned Vanguard.)
## Relations/Relationships
Before proceeding, immediately take note that relationships with contractors are forbidden, especially when on duty. If this protocol is broken it is up to the vanguard specifically on how to react. Ignoring punishment is valid, but not recommended. Relationships among Inteq personnel is permitted.