4 members
Vicious in Flight, Flawless in Execution, Imperfect in Translation.
https://discord.gg/frHXK7QGtf
Founded in the rusted shipyards of Pyro, the group started when two failed bounty hunters, and a disgraced space trucker all tried to steal the same decommissioned Drake Corsair at the exact same time. Realizing none of them knew how to hotwire the quantum drive alone, they formed an impromptu alliance. After successfully escaping the scrapyard—and accidentally blowing up half the landing bay—they decided to stick together. They named themselves Vitiosi Volantes after misinterpreting a Latin phrase on an old UEE poster, genuinely believing it meant “Flying Legends.”
Our business model is straightforward: we take jobs no sane mercenary group would touch, payment upfront, and leave before the local authorities arrive. We do not have a master strategy. Our tactical planning consists of shouting over open comms until someone shoots first.
The Fleet: A chaotic collection of mismatched, duct-taped ships with jury-rigged weaponry and questionable atmospheric seals.
The Motto: “If it hasn’t exploded yet, we aren’t trying hard enough.”
Client feedback ranges from “They somehow got the job done” to “Please never contact me again.”
1. The Payment Rule
Payment is upfront. Half goes toward ammunition, fuel, and food; the other half goes into the shared “Property Damage & Bribe Fund.” No refunds, even if we accidentally blow up the target, the client, or the space station we were hired to protect.
2. Quantum Jump Protocols
Before engaging the quantum drive, all crew members must verbally confirm they are inside the ship and wearing a helmet. “I thought he was behind me” is no longer an acceptable excuse for leaving someone on a moon.
3. Engineering & Modifications
If a ship component is sparking, hit it with a wrench. If it stops sparking, it’s fixed. Standard UEE safety limiters on thrusters and shields are considered “factory suggestions” and should be bypassed immediately to gain an extra 5% speed.
4. Tactical Planning
No plan shall exceed three steps. Step One is always “Fly in fast.” Step Three is always “Get out fast.” Step Two is open to interpretation and usually involves shooting the biggest object in the room.
5. Boarding & Looting
Dibs must be shouted clearly over ship comms while pointing directly at the desired item. In the event of simultaneous dibs, ownership is decided by a quick game of Rock-Paper-Railgun back at the hangar.
6. Chain of Command
Whoever is currently holding the steering yoke or the biggest gun is the Captain until the immediate crisis passes. If two people disagree on navigation, the ship goes in the direction of whichever moon looks more interesting.
7. Friendly Fire Policy
Accidental shields-down crossfire will result in the offending party buying the first round at the next station bar. Direct, intentional missile locks on crewmates are strictly forbidden unless it is funny.
8. Interrogations & Negotiations
If a client uses words longer than three syllables, assume they are trying to scam us and double the fee, then scam them and run.
