
Historical Events

As renowned merchants and
pirates, the Orions maintained a black market in
female slaves until a crackdown in the 2270's.
Orion operatives attempted to sabotage the Babel
Conference of 2267. During this incident Orions
fired on the Federation flagship Enterprise,
which was transporting delgates to the Babel
conference. At the time Orion smugglers had been
raiding the Coridan system and stealing dilithium
crystals and other valuable minerals to sell on
their black market. Their attack was intended to
prevent Coridan's admission to the Federation.
They failed, and as their continued raids were
halted, the Orion black market later seemingly
ceased to exist around 2280 with Federation
interruption of all their goods.
Orions were reported to have
transported half the population of a village on
Brinda V to work as slave labor in mining camps,
another example of a space-faring race -- like
Cardassians -- who have relied on manual labor
rather than technology for tasks considered
menial.

Relations

United
Federation of PLanets
Originally, the Federation was
five races with tenuous trade with Rigel and
useful controls on Orion pirates. Orion observers
attended the First Babel Conference as members of
a friendly, but sovereign power. Asked to join
the new alliance, the Orions came up with a 'fair
and equitable' sum for their participation-ten
trillion credits. Considering this request
tantamount to a bribe, the five races refused to
pay.
Since then, the Federation
expanded into Orion space like a cancer, and
Starfleet has curtailed the slave trade. Orion is
now little more than a Federation protectorate,
its neutrality regarded as a joke and a shield
for undesirable activities, and Orions resent
this deeply. Aggression is one thing, but the
Federation arrogantly annexed more than one-third
of all Orion worlds. To Orions, the Federation is
not just an eagerly expanding association, it is
an overbearing bunch of self-righteous,
self-proclaimed do-gooders without history, or
respect. Orions consider pious posturings of the
Federation absurd. It does not make deals-it
simply proclaims laws and sends its ships to
enforce them. Although it refuses to play or even
to acknowledge the Orion game, the UFP claims it
respects the individual cultures it has swallowed
whole.
The Klingon
Empire
Orions do not seem to
get along with Klingons. Although Orion-Klingon
relations are were a well-kept secret, typically
blunt Klingon expressions of opinion reveal a
deep-seated distrust and loathing of Orions. By
Klingon standards, the Orions are clearly a dying
race, good for nothing but producing servitors,
and unworthy of a challenging conquest. They tend
to be smarter than their captors, and wherever
they go, their noxious culture follows-and
thrives. From this we may extract the provenance
of the revealing Klingon saying: "Never take
an Orion prisoner-they are far too devious to
leave alive."
Starfleet Intelligence has only
recently discovered the extent to which the
Orions conducted trade both within the Klingon
Empire, and between the Federation and the
Empire, when the Federation and the Klingons were
the deadliest of adversaries. Some suprising
products of the Empire find their way into Orion
space, and somehow get transported into the
Federation. Though no longer illegal, it does
leave Federation-and Klingon intelligence
agencies mystified. Piracy is still a rather
uncommon event along the Klingon-Orion border
because the Klingons often ruthlessly hunt and
obliterate any Orion pirates who were unfortunate
enough to be captured by the Klingon Defence
Forces.
Regardless of past
Orion-Klingon relations, the Orions have
long-successfully tapped a Klingon fondness for
luxury items, which the Klingons may officially
deplore. Now that trade between the Federation
and the Klingons is relatively unrestricted
compared to past decades, Orions serve as popular
conduits for transport of goods between the two
governments, and Orions have gotten wealthy
beyond the dreams of avarice because of this.
Nevertheless, occasionally traditional Klingon
customs do get in the way of business, and these
tales of woe do reach Orion Space. Traditionally,
Orions refer to them as Klong, a
deliberate corruption of the Klingon name with a
revealing meaning: "the wall".
Romulan Star
Empire
Relations between the Orions
and the Romulans were never well understood.
Prior to the Romulan War of Stardate 1093, the
Orion colony world of Farx was obliterated in an
attack. Recovered sensor scans, matched against
archived Starfleet sensor scans proved later that
the attackers were indeed three full squadrons of
Romulan starships. Approximately 22 million
Orions were killed in the attack, and affected
Orion relations with the Romulans permanently.
Farx remains uninhabited to this day, the Orion
government consistently refuses to allow
resettlement. It is well known that the Romulans
are relatively resource poor, and the Orions are
relatively wealthy. Both races have a long
tradition of piracy, and are also secretive. An
Orion diplomatic mission some fifty years ago
reported the Romulans as being
"Stuffy". The Romulans place high value
on personal honor, something for which Orions
have precious little use. While trade does occur
still, unofficially and unsanctioned by the
Federation, "stuffy" is probably the
mildest word Orions use to describe the Romulans.
Cardassian
Union
The Orions were among the few
races with whom the Cardassians did not initiate
a war upon first contact. The Cardassians are
another race which happens to inhabit a
relatively resource-poor section of space, and
were more than happy to purchase raw materials
from the Orions. Once the war began and a Zone of
Transport Escort was initiated by the Federation
in its territory bordering Cardassian claims, it
began to become too difficult to transport raw
materials to the Cardassians since all merchant
vessels had to be escorted (and could be
searched) by Starfleet escort vessels. Vessels
traveling outside convoys could be attacked by
Starfleet vessels. Since that time, the
Cardassians do not regard the Orions very well,
considering them weak. Cardassian merchants will
do business with Orions, but grudgingly.
Tholian
Assembly
Few races have ever been
welcomed by the Tholians, who like Cardassian,
tend to shoot first and ask questions later.
Orions tried a unique approach to contacting the
Tholians; Orion vessels would remain inside
Federation or Neutral space, then transmit
signals into Tholian space communicating intent
to trade, and that any interested military or
civilian vessels were welcome to approach under
peace signals to conduct business.
Naturally, the first few
ship-to-ship contacts did not go well, but the
Tholians seemed to understand from the seized
Orion vessels and crews, that the Orions did
indeed appear to be 'legitimate' traders, but
that their activities should bear monitoring. The
Tholians also decided that the Orions were not to
be trusted-all business transactions would be
done on the Tholian-Federation border, and that
no other ships from any other nationality would
be allow to trade, nor would their goods be
accepted. Along with these demands, a list of
nearly three hundred other related
demands were presented to the sole remaining
surviving merchant crew, who were released along
with a cargo of extremely rare Tholian Silk, as a
way of demonstrating Tholian sincerity.
The Dominion
In short, the Orions do not
have any contact, nor do they wish any contact
with the Dominion. The Dominion are rather like
the Borg in Orion eyes; soulless conquerors who
desire nothing but the conquest and enslavement
of others. They do not care for those whom they
rule-they are simply absorbed. Orions view any
Dominon conquest of Orion territory as the death
knell of Orion culture.
The Ferengi
Alliance
Orions often regard Humans to
be brothers under the skin. Ferengi could best be
described as cousins under the skin. Both Orions
and Ferengi believe in spending one's fortune in
the enjoyment of living, and both believe that
life is meant to be enjoyed-down to the bottom of
one's pockets. Both races also believe that it is
better to be rich than poor.
However, there are subtle
differences between Orions and Ferengi which
gives Orions pause when dealing with their
large-lobed associates in interstellar trade.
Orions believe in wealth to the extent it
provides a comfortable existence for an
individual, an individuals family, and his
company. While wealth is good, it is also more
than a measure of greed, but more
properly a measure of one's status among others,
and a reference on how well one can take care of
oneself and others around him. For Ferengi, the
cause is greed, and by definition, it is entirely
self-centered, the extent of which, even the
greediest Orion would find somewhat repellent.
Nevertheless, Orions and
Ferengi do have a grudging respect for each
others negotiation skills, and often do business
with each other, if only to ensure their mutual
negotiation skills remain sharp. Needless to say,
both sides of the table know enough to make sure
they have their respective wallets before they
depart the negotiating table.
Humans
'Humans' in this case, refer
primarily to Terrans and other similar humanoids.
Orion viewpoints of Humans deserves special
attention.
For many decades, Orions tended
to regard the Federation is an extremely negative
light, but more in view of a supergovernment
blythely asserting power in spaces where it had
no right to. However, the Orions are pragmatic;
blaming a Federation for such arrogance is one
thing, blaming an individual who happened to be a
Federation citizen is another matter entirely.
Vulcans were entirely too logical, Andorians
entirely too calculating, but Humans were most
like Orions in temperment, and even philosophy,
so Orions have always admired Humans; not because
Humans are so Orion-like, but because Humans
retained their identity regardless of the actions
of the Federation to which they belong. Belief in
a central ideal holds a strong attraction to
Orions because they are so fleeting in Orion
society. Humans were different in this aspect
however, and it is something for which Orions
possess a grudging admiration.
Terran cultural artifacts are
enormously popular among Orions. They love Clint
Eastwood 'Spaghetti Westerns', buccaneers
pirating the Spanish Main, baseball, ice hockey,
rock concerts, and old analog movies of the Three
Stooges. Terran clothing, particularly historical
fashions such as 'Western wear' , have always
sold well on Orion worlds. For their part, Orions
have incorporated Terran slang, particularly
Russian and American-English words into Orion and
Rigellian Trade Lingo. The word "okay"
can be heard on Orion worlds a thousand parsecs
from Terra.
Admittedly, Terra of the 24th
century is far different from the Terra of that
Orions romanticize. It is a civilized world now,
its violent ways safely sealed in books and
tapes. There are only a precious few cowboys
left, and they are certainly not murdering
Indians any more. Although Humans tend to
appreciate Orion friendliness, its basis often
makes Terrans uncomfortable.
Terrans are in part responsible
for their plight; it was the Terran merchantman Marco
Polo that arrived at Rigel, opening direct
trade with the Orions, providing them with their
first taste of fast food, Levis, and Clint
Eastwood. Commercially, the trade was a
blockbuster of a success, but the
great-grandchildren of those early merchants must
put up with beings who think Godfathers and
Shoguns run Terra.
To their credit, Orions seem to
be correct in their appreciation of Terrans, and
Humans in general as brothers under the skin.
There are many thousands of Humans in Orion
employment throughout the galaxy, alongside other
Orions. Actual numbers are hard to come by, but
Humans are by far the most numerous beings
coexisting with Orions. Humans seem to adapt to
the Orion tradition of self-indulgence with
disturbing ease.

The Orion Pirates

Officially, piracy is outlawed
within Orion space, and the Orion Alliance Navy
and most planetary governments assist Starfleet
in tracking down pirate bands that seeming appear
overnight and from out of the ether. Piracy is
still a profitable business, but has become
extremely dangerous with the advent of newer
starship technologies in Starfleet and Klingon
Defence Force inventories that can make a
relatively small and seemingly innocuous
Starfleet or Klingon vessel quite the deadly
adversary in a one-on-one or multiple pirate
vessel engagement. Pirates, the few that are
known to exist and elude capture (there are
always a few), are more selective about their
targets since the result (if they are lucky) is
imprisonment and reeducation in a Federation
penal facility, or the infamous Rura Penthe Penal
Colony if they are unlucky enough to be captured
inside Klingon space.
Orion observers (and there are
many), remain somewhat suprised at the
precipitous decline of Orion piracy. The Orion
Alliance Navy, even though a token force compared
to Starfleet, the Klingon Defence Forces, or the
Romulan Space Navy, lures a great many Orions
into military and exploration service. At any
rate, the Orion Space Navy is regarded as a
viable deterrent to those youngsters so anxious
to get into space that they would join a pirate
band, or those hard bitten spacers looking for
their next line of work, and with enough
experience to know piracy is a losing
proposition, regardless of how well it may pay.
Still, the astute non-Orion
observing Orion culture would realize Orions do
nothing without sufficient motive. Piracy may
well have declined to nearly nothing as the
Orions reorganize their priorities, but it is
hard for many students of Orion culture to
believe that the vessels and crews simply
disappeared or 'went home', and many feel it
quite conceivable that the pirates are still
there, plying a respectable profession, until the
day they are needed to defend Orion Space,
whether from Romulan, Borg, or Dominion assault.
Of course, given the normalcy
of relations between the Orions and the
Federation and Klingons, perhaps this is a tacit
acknowledgement from Orions to their two largest
neighbors that they, the Orions, know who their
friends are-and who they are not.

Pirate Tactics

This document is placed here as
it has no other place to reside, and is an
obvious continuation, being that the previous
section introduces piracy. Hopefully this
information will be a undeniable resource to
whomever reads it, for ill or good.
Ships in Space
There are only two times to
attack a vessel; when it is in open space (far
from help), or when it is at sublight velocity
(approaching or departing a system or planet). A
ship at warp speed is hard to overhaul and may be
hard to intercept, but if found and caught and is
weaker than a pirate vessel, it generally
surrenders rather than risk destruction. However
a pirate approaches a vessel, it had better be
prepared to fight a stern action, as nearly every
vessel will try to run away before it fights.
Ships at sublight velocity
within a star system are more vulnerable but may
be much nearer help. Ships slowing down for orbit
are ideal targets. With landfall looming before
them, a crew will not necessarily be watching
behind them, and a pirate may close to boarding
range before it is detected. With drives already
shut down and without maneuvering room, a ship
becomes easy plucking.
A pirate never wishes
to exchange fire, which tends to eat hull
sheathing and damages valuable cargo. The best
tactic is to appear suddenly, close and bristling
with guns, to intimidate the victim. Out in
space, this means either to sneak up from the
stern or to make an oblique and rapid approach
with weapons charged and shields up in front of
an intended victim-much scarier, but also much
harder to do.
Near a planet, an armed
approach or the sudden display of a ship's
weapons may be counterproductive, especially if
there are planetside, orbital, or warship
defenses close at hand. Then, the best approach
is unnoticed and unannounced, or a deception to
allow the pirate within beaming range of the
victim. As soon as possible, a team must
transport aboard the targeted ship to cut off the
shields, permitting a much larger force to board
swiftly and overpower the crew.
Tactics at close range are
highly inventive and unpredictable. If a victim
puts up shields before a boarding party is away,
then a pirate must decide whether to break off,
announce his intention and open fire, or just
open fire without further ado. At low speeds,
ramming might not only upset and unnerve the
victim, but also may damage the shield
mechanisms, permitting beam-in.
However, once the ship is
approached and boarded, disengagement poses an
often overlooked problem. A cowed crew need not
stay cowed once the pirates are gone, and pirates
are as vulnerable as anyone else to fire up the
stern. First and foremost, communications should
be smashed as completely as possible to prevent
the crew from alerting the authorities. Weapons
should be disabled by destroying the fire control
computer, but remember that many ships mount
weapons that have independent fire control. A
comon mistake many pirates make is to shatter the
defensive shield mechanism and let the fear of a
reprisal shot forestall their firing weapons.
Such tactics are just not effective. Trashing the
shields or any other large and complicated
mechanism takes too long and produces too many
technical problems. Smashing bridge navigational
displays, however, takes little time or effort,
yet paralyzes a vessel and hinders their
reporting the pirates true position.
Pirates escape in open space by
leaving in a random directin to prevent giving
away a critical bearing. Evasive actions are not
necessary, unless pursuit is already within
sensor range. Near a planet, the options are not
as open. There is always the possibility of
putting the planet between the pirate and the
victim. They skim the atmosphere to mislead the
victim and any pursuit into thinking that the
pirates are going to land on the planet. Going to
warp speed while in atmosphere can be
hair-raising but very effective in throwing off a
search. Remember however, that entering warp in a
thick planetary atmosphere could well overload a
pirates shield generators, incinerating the
pirate and his ship. This tactic is recommended
for planetary bodies with relatively thin or
nonexistent atmospheres.
Once away from the victim,
space should be clear of all hostile
communications and sensor scans before a vessel
assumes a heading for home. It is a good idea to
travel by a circular route with an ever-changing
bearing to confuse sensors trying to track the
ship.
Unless there is a pressing
strategic reason, like a direct order from an
acknowledged higher authority, a pirate vessel
should never engage any vessel of higher speed or
greater armament, or a warship of any size. Even
the least such vessel will get away if they
cannot cripple their attacker and will report the
incident in full detail. Even if destroyed, they
can still send word to their higher
authorities. Friends and relatives of the victims
often mark such pirate ships for special
attention.
Outposts in
Space
Some space stations,
provisioning points, and other outposts in space
or on small asteroids offer certain advantages to
a pirate. First, they cannot run away. Second,
they often contain more suitable booty to carry
away. For example, a great many asteroid mining
installations fall into this category, as do
merchant waystations and deep-space manufacturing
installations.
However, most stations carry
adequate weaponry to deal with brigands, reliable
communications gear to call for help, and usually
a known and listed position with whatever power
controls the space they are located in. A pirate
raid that does not produce swift and complete
capitulation is guaranteed to be bloody or
impossible. Pirates do not often attack outposts,
because of the difficulties of direct assault and
the lack of information regarding their cargo.
Without the option of flight,
outpost personnel can be counted on to fight with
any weapons they possess and to send out a
distress signal calling for help. Their sensors
reach farther than thouse belonging to most
ships, and any approach will bring a challenge,
whether the ship is armed or not. Even with
maximum-speed approach and deceleration, a pirate
cannot overwhelm the defenses before a call of
help goes out.
The only way to attack such an
outpost is by making a perfectly normal, unarmed
approach and to dock there. When docked, a pirate
vessel is invulnerable to any station-mounted
weapons (usually, depending on station design),
and has successfully boarded without firing a
shot.
Seizure of the outpost can then
proceed as with any vessel. Defenders may put up
concerted resistance, particularly if the
complement of the outpost exceeds the attacker's
force. Knowledge of the outpost's layout is
invaluable to enable the pirates to cut
communications and seize any center of security
and/or command and control.
Instead of taking oer the
entire station, a pirate may take over only a
loading dock and warehouse area for as long as it
takes to load the booty. This option is
especially valid if layout information is
incomplete or lacking. If properly done, a
limited raid may achieve complete suprise and
prevent the outpost from knowing it has been
robbed until after the pirate flees. It depends
on the proximity of cargo to the dock, the number
of guards and their alertness, and whether or not
the pirates can disguise their purpose long
enough to make good their escape. Otherwise, they
may have to make a fighting withdrawal, with the
chance for losses running exceptionally high.
Ruses and
False Flags
Pirates often find it
convenient to give out false names and
identification signals when making raids,
particularly when approaching an installation.
These efforts may be nore more sophisticated than
disabling the automatic transponder and changing
the paint job. A sophisticated approach would be
to alter the transponder signal, which would give
out the identity of a known ship, perhaps a ship
whose loss is not yet known.
Many pirates experienced in
attacking outposts prefer to use captured ships
for the initial approach. A ship with a known
name and recognizable profile can be discarded
after the raid, and sent in a random direction by
autopilot to confuse pursuit. The major
disadvantage to using captured merchant ships is
their vulnerability. If pirates must flee under
fire, merchant shields may not (and probably
would not) protect them. This is why captured
ships are rarely used in ship-to-ship actions.
More elaborate ruses, including
ships with simulated damage, have a better chance
against ships than against suspicious outposts.
One of the Orions' favored ruses is to simulate a
ship stricken by pirates and helpless against a
second assault. Variations on this theme include
hitting one ship and then hanging around to hit
the next one that comes down the spacelane (risky
if the area is patrolled at all), planting a fake
disabled ship with explosives, tractor beams, or
other hazards to entrap any investigating vessel,
and playing dead next to a real or false fictim
in hopes of making another ship think that both
ships have exhausted each other in combat.\par
The reputed faked distress signal is a creation
of romantic fiction writers. Merchants on tight
schedules frequently ignore distress signals and
simply relay the message more often than not to
attract further investigation by patrol vessels.
Besides, distress signals are most likely to
attract inquisitive patrol vessels, or
(ironically) other pirates seeking to make an
easy score against a damaged ship.
Much more common are disguised
'official' transmissions of various types-faked
buoys, bogus navigational markers, ersatz storm
warnings, as well as plain old-fashioned open
voice communications, sometimes with synthesized
voices and background sounds. They need not be
fancy to produce results. The numbers of vessels
that will stop when told to is a pleasantly large
one. Sometimes, it is all in the tone of voice.
In deep space, where the space
lanes are wide and the chance of finding a
particular vessel very small, pirates using fake
merchant identification can chat with a merchant
vessel and thus get the vessel's precise bearing,
speed, and distance. With this information, a
future intercept course can be plotted with great
accuracy. Instead of using one ship and circling
back to make intercept, some pirates employ a
small scouter vessel that obtains the needed
information and relays it to a lurking corsair
for immediate action.
Fleet Actions
When pirates act in concert,
the effect can be quite devastating. Only
well-organized bands of pirates under a central
coordinator may contemplate staging such an
operation. In practice among Orions, the size of
the 'fleet' is really no greater than a squadron
6-15 ships.
Pirate fleet actions are most
commonly used against a warship, listening posts,
and other military targets. Complications dealing
with how the booty is split are thus avoided, and
it is a great deal easier to unite pirates around
a common threat. Obnoxious starship
captains with dangerous anti-piracy inclinations
are the usual recipients of a fleet action, but
resupply stations for anti-piracy task forces may
be struck to deprive the adversary of momentum,
most likely in order to protect a nearby pirate
base. Of course, the danger is in gauging the
will of the major power so assaulted. If the
operations smashes the base or ship, but causes
the owner to rebuild, fortify, and send in more
ships, troops, and materiel, then the pirate
effort will be for naught.
Orion pirate fleets attacked
entire planets during their height, but they were
more accidents of circumstance and opportunity
than any attempt at concerted organization. The
fleets of the infamous Half-A-Man Sooris swelled
as he went from planet to planet, looting and
pillaging, until the largest pirate fleet in
history fell on Troyius and all but wiped
civilization from its surface. After that, there
were no more targets of comparable size anywhere,
and the fleets melted away to seek other, easier
opportunities elsewhere.
Prisoners and
Ransom
Orion pirates prefer not to
take captives; somebody has to guard, feed, and
take care of them from the time they are taken
until they are either killed, freed, or ransomed
to somebody who wants them back. As a purely
commercial venture, taking prisoners is a losing
proposition, and not widely practiced.
There are some exceptions. If
pirates take a known personage alive, they can
make money by ransoming him or her back to their
family or corporation. Businessmen-rhadamanen
in particular-and their families are ideal
targets. Unless under strange circumstances,
Orion will not take a captive of another race or
enslave them, wild holovids and news reports to
the contrary.
When pirates inform their
prisoners relatives or corporation of the ransom
demand, they set a price on the captive and a
time limit. If the ransom is not paid on time,
either the price increases between a quarter and
half, or the pirates execute the prisoner.
Executions are rare, as Orions hate to destroy
profits, but they must show that they mean
business. Ransoms are never less than the cost of
boarding the captive-around 20 credits a day for
a minumum holding time of 90 days. For
high-ranking archexecutives, the ransom asked is
often much higher.
An even nastier trick is to set
a ransom and a time limit, and when the time
limit passes, decrease the amount of
ransom asked. Eventually, the amount goes so low
that it will be very easy for a corporation or
family to pay it. However, paying too little is a
mortal insult to the captive. Sometimes, pirates
use this technique to increase the take per
captive, be forcing the payers to hurry and pay
up to avoid looking as if they valued the pirates
prisoner so little. However if too high a value
is initially stated, the would-be payers may
simply ignore it. Too large a decrease and the
effect can be lost. Successful use of this tactic
as a moneymaker requires knowing the exact value
of the captive, and the limits to the
embarrassment of the people paying.
Orion pirates are careful with
their captives and will not mistreat them. If for
any reason a captive cannot be ransomed off,
Orion pirates are likely to strand the captive on
a strange world. Killing innocent people for a
financial error fills Orions with horror, and
other pirates might set a bounty on the offending
pirates just to make sure such people are hunted
down for the barbarians they are.
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