BLACK HEARTS / BLCKHRTLEG

  • Syndicate
  • Casual
  • Scouting
    Scouting
  • Infiltration
    Infiltration

Forge your own fate.”



History

No one knows exactly when the Black Hearts were formed — only that they emerged in the void left by a failed uprising, their origin whispered in the static of outlaw channels and encrypted comms. Some say they were once a UEE covert ops unit, disavowed after a mission that erased an entire colony from the Starmap. Others insist they were pirates who found purpose in vengeance after watching their world burn under corporate bombardment. The truth is buried in the same silence they wield so well.

The first confirmed appearance of the Black Hearts came during the Pyro Exodus, when entire convoys of refugees vanished in the dark between jump points. The stories that followed were strange — entire fleets reappearing, their cargo holds empty and the survivors shaken. “Black Hearts…….” were all the remnant could or would say. It was not greed that drove them, but something deeper, darker. The design was pure precision — a surgical hit piece, a statement written in the absence of light.

Over the decades, the clan grew into a nexus that thrived where law and order dissolved. They learned to move unseen through the chaos of trade routes, infiltrating databanks and raiding convoys under the cover of solar flares. Their ships — black-hulled Shivs, stealth-modded Sabres, dire Wolf’s, Asgards……….the list goes on — became legends among both outworlders and mercenaries. Each vessel bore a single insignia: a polished steel heart encasing emerald skulls, representing both strength and dread.

Leadership of the Black Hearts has always been fluid, bound not by rank but by reputation. The current figures whispered to command them — known only as the “Heartbreakers” — are said to have eyes that see in the darkest recesses of deep space, veterans of the Messer wars who turned their talents against those who betrayed them. Under the Heartbreakers’ guidance, they were transformed from renegades into a force of menace. They sell nothing but fear — destabilizing networks, vanishing high-value targets, and removing the egos of the arrogant and haughty.

The Black Hearts do not recruit; they select. New members are chosen after surviving a trial known as “The Eclipse”, where a candidate is left stranded in a derelict sector and must find their way back with a Crime Stat worthy of the honor. Those who return bear no emblem — only a heart-shaped scar burned beneath their flight suit, invisible to scanners, marking them forever as one of the culled.

Even now, when the comms crackle with distress signals and ships go dark without a trace, pilots whisper the name in dread: Black Hearts. They are the shadow between stars — loyal to no system, no flag, no cause but their own code:

Forge your own fate.”

It is said that their heartbeat haunts the constellations and the dreams of those within.

Manifesto

BLACK HEARTS

We were not born to queue politely, file flight plans, or apologize for interdictions.
We fly because the ‘verse is big, dangerous, and far more interesting when the rules are optional.

#1 We Choose the Wrong Side (On Purpose)

Lawful space has schedules. We have opportunities.
We operate beyond UEE comfort zones, embracing piracy, smuggling, ambushes, and boarding actions as a way of life—not because it’s easy, but because it’s fun and profitable when done right.

#2 Chaos Is Fun. Discipline Makes It Work.

We enjoy unpredictability, but we don’t confuse chaos with incompetence.
Plans matter. Communication matters. Knowing when to breach, when to run, and when to pretend this was all intentional matters most.

#3 Boarding Is an Art Form

Anyone can shoot from a cockpit.
We prefer to take ships personally—cutting hulls, clearing decks, and making crews reconsider their cargo choices. Boarding operations are where legends are made and bad ideas become great stories.

#4 Smuggling Is Just Creative Logistics

If the cargo is legal, we’re probably not interested.
We move contraband through hostile space with planning, escorts, and just enough confidence to make it work. Quiet runs or loud distractions—both are acceptable strategies.

#5 No Drama. No Ego. No Solo Heroes.

This is a crew, not a spotlight.
We fly together, fight together, and laugh when things inevitably go sideways. If your ego needs constant validation, lawful space might be safer for you.

#6 Everyone Has a Role

Pilot, gunner, breacher, scout, escort, distraction—every job matters.
If you’re willing to learn, communicate, and show up, you belong here.

#7 Fun Is Mandatory

Credits are good. Successful ops are better.
But the real goal is logging off after a session thinking, “Yeah… that was worth it.”

#8 USA Central Time Zone

Most of our questionable decisions are made in USA Central Time between 6 PM to whenever our better halves lose patience.
That’s when the crew flies, boards, smuggles, and occasionally claims it’s “one last job.”
If you fall outside of that time zone, that’s not a problem. As we grow, so will our time zone coverage with the various members.

Charter

This Charter exists so everyone knows how we operate, who’s in charge, and who to blame when the plan works almost perfectly.

I. Purpose

The Black Hearts is a criminal and smuggling organization dedicated to ambushes, boarding actions, and moving extremely inconvenient cargo through the ‘verse. We aim to be organized enough to succeed and relaxed enough to enjoy it.

II. The Criminal Way (How We Do Business)

  • Plans Are Mandatory
    Even bad plans are better than no plans. We will have one.
  • Crew Over Credits
    Credits are replaceable. Good crew members are not.
  • Board First, Explode Later
    Boarding is preferred. Shooting the ship is Plan B. Running away is Plan C (and still respectable).
  • Smuggling Is a Group Activity
    If you’re smuggling alone, you’re doing it wrong—or hiding something.

III. Code of Conduct (Don’t Be That Criminal)

  • No Drama
    We deal in crime, not soap operas.
  • Egos Get Checked at the Airlock
    No lone wolves. No main characters.
  • Respect the Crew
    Banter is encouraged. Harassment is not.
  • In-Game Crime Only
    We break laws in the ‘verse, not in real life.

IV. Ranks & Titles

Ranks reflect responsibility, not ego. Titles may be mocked lovingly. An honest explanation of who does what, and who gets blamed.

Khan

Role: The primary scapegoat of the organization.
Duties:

  • Takes responsibility for decisions they absolutely did not make
  • Delivers speeches that begin with confidence and end with damage control
  • Exists so everyone else can say, “This wasn’t my call”
  • Notes: If something goes wrong at scale, it was the Khan’s idea.

Dominator

Role: Theoretical authority figure.
Duties:

  • Has opinions, guidance, and vague expectations
  • Appears just long enough to approve or deny things retroactively
  • Disappears before consequences fully materialize
  • Notes: Presence alone implies things are “under control.”

Heartbreaker

Role: Recruiter of the organization.
Duties:

  • Convinces new members that we are professional, organized, and mostly sane
  • Explains absolutely none of what actually happens during operations
  • Maintains the illusion long enough for recruits to sign up
  • Notes: Responsible for the phrase, “It’s usually not like this.”

Warmonger

Role: Head of Propaganda & Public Image.
Duties:

  • Spreads exaggerated success stories throughout the ‘verse
  • Downplays losses as “tactical withdrawals”
  • Ensures everyone hears about our victories, especially the questionable ones
  • Notes: Reality optional. Confidence mandatory.

Warlord

Role: Mission organizer.
Duties:

  • Creates the plan, briefing, and timeline
  • Is mostly inaccurate about all three
  • Assures everyone the operation is “simple”
  • Notes: The plan is solid until contact is made.

Marauder

Role: Improviser-in-Chief.
Duties:

  • Makes on-the-spot changes to the plan
  • Occasionally forgets to tell the rest of the crew
  • Claims the deviation was always intentional
  • Notes: “Trust me” is not a warning—it’s a lifestyle.

Enforcer

Role: Chaos Amplification Specialist.
Duties:

  • Interprets the original plan instead of the updated one
  • Adds more chaos to already chaotic situations
  • Executes orders enthusiastically, just not accurately
  • Notes: Dangerous in the best and worst ways.

Desperado

Role: Situational Awareness Liability.
Duties:

  • Freezes when things go sideways
  • Stares directly at danger while processing emotions
  • Eventually reacts, usually too late
  • Notes: Frequently heard saying, “Wait—what just happened?”

Brigand

Role: Recovery & Cleanup Specialist.
Duties:

  • Hauls body bags back to the ship
  • Collects lost gear, broken dreams, and unfinished objectives
  • Keeps asking why this keeps happening
  • Notes: The unsung hero of post-op logistics.

Freebooter

Role: Entry-level liability.
Duties:

  • Learns by experience
  • Volunteers first and regrets it immediately
  • Serves as the perfect body bag
  • Notes: Protected, trained, and absolutely doomed (temporarily). Must carry goodbye letter to their mom at all times.

V. Membership Expectations

  • Voice Communication Required during organized operations
  • Primary Time zone: USA Central
  • Real Life Comes First, but communication is expected
  • Willingness to Learn is mandatory; perfection is optional

VI. Discipline & Consequences

Talk First
Most issues are solved through communication.

Warnings Before Removal
No one gets spaced for a first mistake.

Serious Violations
Harassment, repeated disruption, or refusal to follow operational leadership may result in removal—without compensation.

VII. Amendments

This Charter may evolve as the organization grows, mechanics change, or we discover better ways to commit organized crime.

VIII. Final Words

We are organized criminals.
We are professional amateurs.
We fly together, board together, and profit together.

If lawful space feels boring—
welcome aboard!

The Criminal Code of the Black Hearts:

  1. Thou Shalt Not Panic
    Panic is contagious and almost never helpful. Breathe, reload, and pretend this was part of the plan.
  1. Thou Shalt Communicate
    Silence kills ops. If you see something, say something—preferably before we all explode.
  1. Thou Shalt Board With Intent
    Boarding is not a suggestion; it is a lifestyle. Clear corners, watch friendlies, and don’t steal the loot before it’s called.
  1. Thou Shalt Respect the Crew
    Trash talk is acceptable. Being a problem is not.
  1. Thou Shalt Not Solo the Operation
    If you think “I’ve got this alone,” you probably don’t.
  1. Thou Shalt Accept When It’s Time to Leave
    Tactical retreats are not cowardice. They are future profit.
  1. Thou Shalt Keep Crime In-Game
    We commit crimes in space. Real life remains lawful and boring.
  1. Thou Shalt Have Fun
    If it stops being fun, something has gone wrong.

The Criminal Oath

I swear loyalty to the crew, not the chaos.
I will follow the plan until the plan changes.
I will communicate, coordinate, and not panic (too much).
I will respect my crew, take responsibility for my mistakes,
and laugh when things inevitably go wrong.

I accept that some jobs fail,
some cargo explodes,
and some “low-risk” runs are lies.

By flying with the Black Hearts, I choose teamwork, questionable decisions, and profit—
in that order.