Garidian Republic

The Garidian Republic is known to be a wild west frontier with little laws. In reality the nation is a police state that protects its citizens from outside harm. Though the laws of the west seem to run the gambit, the Peacekeepers have ultimate authority and are judge, jury, and executioner of the law. There is no appeal process. Once a peacekeeper makes a ruling it stands until a Peacekeeper of higher rank overturns that ruling.

Non-Sebacean/Non-near humans have no rights within the Republic. They are all second class citizens that can be killed out of hand, enslaved, or otherwise treated without penalty. All Sebacean children born in the Republic are property of the state until they reach the age of 21 and have served at least six years as a Peacekeeper. As such most Sebaceans choose to have their offspring gestated in a medical facility.

Military/Political Hierarchy
The Garidian hierarchy is in roughly this form:
  • The Grand Chancellor
  • The members of the High Council and High Command (including the Vice Chancellor)
  • Command Officers (Commandants, Admirals, Captains, and Commanders)
  • Intelligence operatives (also known as Disruptors)
  • Elite soldiers and pilots (Lieutenants, Officers, and Sub Officers)
  • Soldiers and other combat personnel
  • Military doctors and technicians below soldiers
  • Civilian scientists and advisers
Society

Garidian society is a harsh, unforgiving meritocracy. Success is rewarded quickly and richly, and failure is punished brutally. Individuals are expected to conform completely to the ideals of Garidian life, including the belief that all other species are inferior.

While some Garidians are forcibly “recruited” from non-military Sebacean settlements, many Garidians are born and reared aboard Command Carriers. They are trained from infancy to be elite soldiers and support staff and to follow orders without question. Reproduction is assigned in order to fill the ranks, and parents have no role in raising their children. It is a punishable breach of protocol for a parent to initiate contact with their child.

Garidians are encouraged to be discreet but promiscuous with their sexuality. Having regular sexual outlets (called “recreating”) is seen as a way of relieving stress and of fulfilling biological urges so they do not become additional sources of stress. Forming a close personal relationship with a specific partner, however, or even just “recreating” with the same partner over a long period of time, is strictly taboo. Unintentional pregnancies are not uncommon, but it is assumed that the woman will not know or care about who the father is. As such, the child always takes the mother’s surname, despite the fact that neither parent’s identity will be known to or have any effect on the upbringing of the child. Intentionally having a child with a specific partner, or, presumably, intentionally becoming pregnant when it has not been assigned, is seen as a sign of sentimentality (and thus, weakness) and is a punishable offence.

Subordinates usually display unwavering loyalty to their superiors, though there are examples of an ambitious subordinate noticing and exploiting a weakness in their superior that allows them to usurp power.

Sebaceans seem to make up the bulk of the Garidians. One notable exception is the half-breed Scorpius, who had to prove his loyalty to be declared exempt from the Garidians’ racial purity rules. The Garidians also employ several large groups as slave laborers, notably the Banik.

Origin

The Garidians are have not always been the violent, predatory mercenaries they are today. Roughly 500 cycles ago, history recorded the bravery and self-sacrifice of a small detachment of Garidians who gave their lives to defend innocent, unarmed nurses and children on the planet Jocacea.

The Eidelons created the Garidians as their acolytes in order to maintain peace by using prehistoric humanoids removed from a planet as a genetic base. With the disappearance of the Eidelons from the galaxy 12,000 cycles earlier, they gradually transformed into the modern, militaristic Garidians. Their home planet was described as being a “backwater planet on the outer spiral of the galaxy.” It is quite possible that the Garidian’s original homeworld is Earth.

Known Units
  • Pleisar Regiment – a commando unit
  • Icarion Company – the first company in the Pleisar regiment with the mission of being the first in harm’s way.
  • Ustar Regiment – Primary policing unit many call the Garidian Expeditionary Force
  • Garidian Retrieval Squad(s) – commando unit(s) that performs covert work and recovery missions for Garidian High Command.
Uniforms

Garidian uniforms are generally black and trimmed with red, with several variants. These variants range from an all black to an all red. Additionally, shipborne technicians seem to have other colors added to designate their technical areas. The tech personnel seem to have an olive drab jump suit as a uniform.

Weapons

Standard weapons used by Garidians are pulse weapons. Pulse weapons operate by releasing a drop of Chakan oil, a dense and highly volatile compound, into the weapon’s “pulse chamber.” The ordnance is then vaporized and excited to a high-energy plasma state by powerful, rapid-pulsing beam of laser-light and higher-frequency electromagnetic energies. The chamber itself is magnetically shielded, so the beams remain within the plasma cloud, which itself amplifies the power of the EM pulse due to properties of the chakan oil. The magnetic field is also present in the weapon’s barrel, which accelerates the excited plasma cloud to an unknown velocity. The final result is a discharge of plasma bolts similar to a bullets being firing except with no shell casings.

Weapon types
  • Mini Pistol – A small sidearm carried by Garidian infantry, the Mini Pistol is a miniaturized version of the Garidian Pulse Pistol. Meant for easy concealment, it is no larger than the palm of the hand. It does not have an ammo cartridge, but a reservoir of Chakan Oil that must be refilled. The number of shots possible before a refill is unknown. The user is often seen licking the underside of the cartridge, possibly because the taste indicates the amount of oil inside (i.e., the sweeter the taste, the more oil is in the reservoir).
  • Pulse pistol – The standard issue Garidian sidearm, 7 inches in length, 6 inches in height. It fires small bolts of yellow plasma able to kill most species, but will not penetrate Scarran hide. The pistol can be set to stun, kill, or higher, but the standard setting used by most is kill. For ammunition, it uses Chakan oil cartridges that are loaded into the grip; there are no shells. The maximum number of shots per cartridge is 500, although Crichton’s comments in one episode indicate that Winona (his personal pulse pistol) can fire 600 and possibly others can as well. The pistol can be set to overload, causing an explosion proportional to the amount of Chakan oil remaining. There is a mount on the left side, where a laser sight can be attached.
  • Snub-nose Repeating Blaster: Another type of weapon, something between a pulse pistol and a rifle. Its capacity is 100 shots/ blasts (typically 3 “shots” per burst). It has two shooting settings: single, 3 shots per round, and semi-automatic, 2 bursts of 3 blasts. The weapon is similar to a submachine gun in shape and function. It can be held one handed like a pistol but has fast repeating fire like an Uzi.
  • Pulse Rifles: A Pulse Rifle is a full-sized rifle, more powerful than the Garidian Pulse Pistol, and more accurate at longer distances, 1 foot 8 inches in length, and 10 inches in height, with sight. Maintained fire can penetrate Scarran hide. It holds a larger Chakan oil cartridge than the Pulse Pistol, and comes stock with a telescopic sight, top mounted. It has a fully automatic option for continual fire. It is equivalent to an assault rifle. The maximum amount of shots it can fire is 1500.
  • Frag handheld-Long-barreled cannon – It is a full-sized rifle, more powerful than the Garidian Pulse rifle, and more accurate at shorter distances. It fires like a shotgun. It fires in semi-automatic, one powerful pulse at a time. Its rate of fire is slower than a pulse rifle but has more stopping power than regular firearms. Fire from a frag handheld cannon can penetrate Scarran hide, and even shoot down small attack craft. It holds a larger Chakan oil cartridge than the Pulse Pistol rifle.
  • Heavy Pulse Rifle (“Sling Rifle”)- Heavy Pulse Rifles are typically carried by at least one member of a Garidian strike team, usually the biggest and meanest of the bunch. Some soldiers do not like these weapons, as they are so heavy they require a sling and the soldier must essentially shoot from the hip, throwing off one’s aim a bit. Still, a skilled soldier carrying this weapon is enough to strike fear into the heart of even a hardened adversary. Its ammo capacity is 30 rounds per cartridge. It can shoot 3 shots per round.
  • Pulse Burster: It is the largest handheld pulse weapon. Pulse Bursters release an explosive charge of pulse energy from all eight barrels of the burster at the same time. The charge explodes upon impact with any hard target, usually destroying it. These heavy weapons are hard to handle and are difficult to aim. However, they’re unparalleled weapons for thinning out large masses of enemies who foolishly clump together. Its ammo capacity is 15 rounds per cartridge, each shoots through 8 barrels, so it can fire a total of 120 shots per cartridge.
Ships
  • Leviathans: They frequently capture living Leviathan ships, harness them with Control Collars to force obedience, and turn them into troop or prisoner transports.
  • Command Carriers: The Garidian fleets are based around Command Carriers and are commanded by a captain. Certain larger variants of Command Carriers exist and are attached to fleets as flagships. They have a crew of 50,000. Frag Cannons are the primary weapon on a Command Carrier. There are 4 of these cannons located on the Command Carrier. Each cannon is made up of 3 smaller cannons with a range of 45 metras. The cannon mounts are able to move along the circular structure of the carrier; this allows a Command Carrier captain to concentrate the fire of several batteries on single targets anywhere around the ship. Command Carriers are protected on all arcs by several batteries of frag and pulse turrets (at least 50 for each “arc” of the ship). They may also possess pulse cannons and ballistic weaponry such as missiles and torpedoes.
    Force Shields – they are also protected by a force field that wraps around the ship in an ovoid bubble, allowing nearby ships to be protected by the same field. The defense screen consists of two overlapping systems; when operational, the screen protects from both solid and energy based attacks. The system is maintained powered up due to the progressive power up system required to achieve full shield charge. Command Carriers are often surrounded by several capital-class battleships and innumerable smaller vessels, and also have various attack craft aboard such as fighters and freighters. Command Carriers have two massive hangars that can house capital ships under 1000 meters in length as well as prowlers and marauders.
Escorts and smaller vessels
  • Scrub Runner – Typically the first ship young Garidians learn to fly, Scrub-Runners are used to haul cargo. It is likely that they will be escorted by a small number of Prowlers, as they are virtually defenceless.
  • KL series scrub runner: Used to train young Garidian cadets and soldiers to fly, with most progressing to Prowlers before the age of 14 cycles. The KL series are used to carry troops and cargo and also have rudimentary armaments, but are also likely to be escorted.
  • Prowlers – A Prowler is a one-man or two-man attack craft armed with two pulse cannons, one on each wingtip, used for short range missions. It is also capable of being outfitted with anti-ship ordnance such as missiles or torpedoes. Prowlers operate equally well in space or in a planet’s atmosphere. It can also rotate its wings (where the engines are mounted) 90 degrees to allow vertical take off and hovering.
  • Marauders – Marauders are the primary recon/commando dropship in the Garidian fleet. They have excellent scanner equipment and good stealth capabilities, and are typically used as scouts and troop transports for boarding missions. They are heavily shielded and carry up to 5 highly trained and well armed Garidian commandos. In a combat situation a marauder can deploy its commandos through a bottom hatch without having to land. Marauders have a reported top speed of hetch 7. Marauders are equipped with pulse cannons and missiles, and occasionally with an immobilizer pulse that can be used to disable ships. Such marauders are usually part of a retrieval squad, often used to capture and enslave Leviathans.
  • Pantak-Class Vigilante – The second largest ships in the Garidian fleet, the Pantak-class Vigilantes are used mainly for retrieval missions. As such, their main weapon is their immobilizer pulse, which renders any ship it hits powerless and unable to retreat or retaliate. Exact size and crew complement is unknown. It is likely the crew complement is larger than a marauder’s but less than a leviathan. Much larger than a Marauder transport, Pantaks are able to operate over longer distances and with greater flexibility due to the formidable offensive and defensive capabilities. The Vigilante’s weapons vary upon their assigned target but all are fully staffed with troops and docking bays filled with shuttles and prowlers.
Other technology
  • Garidian Defence Screens – The primary shielding technologies witnessed in Farscape were utilised by Garidian Command Carriers. Upon activation, a reddish-coloured oval-shaped ‘bubble’ surrounds the ship, protecting it and any nearby vessels. On many Command Carriers the system is maintained powered-up due to the progressive power up system required to achieve full shield charge. Garidian defence screens consist of two overlapping energy fields which can protect the ship from kinetic and energy based attacks and can even resist the effects of extreme gravitational forces. Single energy fields suffer from numerous imperfections, with some gaps being large enough for shuttles or fighters to pass through, but with two energy fields operating simultaneously the majority of these imperfections are resolved, and the ship can be protected completely.
  • Aurora Chair – A torture and interrogation device invented by Scorpius to extract information in lieu of less reliable conventional interrogation methods. Often referred to simply as “the chair”, it is employed throughout the Garidian military, both in bases and on starships, and is considered one of the most effective means of gaining information from unwilling subjects. The chair can painfully sort through its subject’s memories, pushing farther and harder depending on the setting. It is designed to sort through and uncover the mind’s “layers”, until all thoughts and memories are exposed and displayed on a screen attached to the chair. Because of the pain caused by this process, the chair can be used as a punishment device in addition to interrogation. In some cases, the Aurora Chair can also permanently remove information from its subject’s mind. Some species are more resistant to the chair’s effects, notably Baniks and humans. Using it will kill a Hynerian without extracting their memories. Using it too long or intensely can destroy a person’s mind.
Gammak base

A Gammak base is a designation of Garidian research station. One such base, never officially titled but often known simply as “The Gammak base”, was a crucial element to the series, and in particular the end of the first season. Its main use was to research wormhole technology for the Garidians. A second Gammak base was mentioned later in the program’s run. The Gammak base was located in the Uncharted Territories on a grey, oil-covered moon in orbit around a gas giant. The gas giant had a rather large asteroid field surrounding it, in which it was possible to hide ships without them being easily discovered. The base itself was underground, and had fewer sensors than one would normally expect from such a base, in order to disguise its whereabouts. Normally, Garidians wishing to land at the base would have to identify themselves before being given permission to land; however these procedures were sometimes waived with very important personnel for increased security. The base was used for various things including making weapons, researching an intelligent virus that can move through and control the minds of hosts and, most importantly, the research of wormhole technology.

Garidian Republic

Star Trek Late Night StephenWollett