Roberts Space Industries

ACES HIGH ~ Up With The Irons! / ACESHIGH

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We are ACES HIGH!

Our Primary Goal is to carve out a small corner of the Verse to call our own and defend it at all cost!

Teamspeak 3 Server: aceshigh.teamspeak3.com
ACESHI.ORG
ACESHIGH Discord



History

“In Life; there are Wolves, Sheep, and Sheep Dogs. We are the Sheep Dogs…”

WHERE WE HAVE BEEN:

ACES HIGH [ACESHIGH] was founded in 2011. We are based in the United States, Mid Atlantic Region. We are actively seeking and recruiting European, Asian, and Australian citizens to round out our International Organization. Many of our core officers and members have been with us for many years. We have primarily been centered around coordinated atmospheric aerial combat in the 20th and 21st centuries. Many of our founding officers and members are dedicated flight simmers, and real life pilots with loads of detailed atmospheric flight knowledge. The organization has been managed via a paramilitary command structure from its inception, so we shall carry that into our exploits within the Star Citizen Universe. MILSIM role play is not what we do here. With that, Hard Core combat pilots are not in short supply within ACESHIGH.

We presently host a combined total of approximately 900 members. ACES are playing the three Wargaming.net titles – World of Warplanes, World of Tanks, and World of Warships. We host singular gaming titles such as Armored Warfare, War Thunder, PUBG, Ghost War, Squad and so on. We also fly within flight simulations such as Digital Combat Simulator (DCS) and IL-2 BoS (Battle of Stalingrad). The vast majority of our present members are highly trained in aerial dogfighting and ground attack coordination. The majority of these members are now migrating into the Star Citizen Alpha with the officer team to learn about combat piloting in the vacuum of space, as well as the many other career mechanics coming online within the Persistent Universe, as we progress through the Alpha and Beta toward Commercial Release.

WHERE WE ARE GOING:

ACES HIGH leadership and members have gathered an impressive number and variety of ships in SC Alpha. Many of the leadership owned ships shall be made available for organization member use within our Organization Hangars. We are attempting to acquire a workable contingency fleet of industrial type ships to assist the membership and organization in the UEC (United Earth Credit) earning, and reputation building process. Our approach is that ongoing industrial pursuits by any organization in Star Citizen will require constant org provided escort and logistical support, in order to remain profitable and meaningful. Our core concept is this cooperative model, utilizing our pre-existing extensive aerial combat experience as a foundation will provide an excellent base for growth into the Star Citizen Universe.

ACES HIGH shall be a Self Sufficient Organization. Our multiple inner-org civilian disciplines benefiting greatly from the highly effective protection our Military Task Force provides on a 24-hour basis. This high level of protection shall allow our resource gathering efforts to be highly profitable and effective and shall promote higher level profit sharing potential for all members, no matter the ACESHIGH division they may find themselves participating in. We seek to explore together, learn together, fight together, and earn together. This is the ACESHIGH cooperative mentality which continues on from our founding.

We see this platform as the ‘future’ of PC gaming, and wish to become a fundamental force and an integral part of it’s development.

Here are some of the ships we have accumulated for org use, and those owned by our presently backing members:

  • Aegis Dynamics – Javelin Destroyer = 3 – Designed for use by the UEE military, the Javelin is a massive, modular capital ship that can be appropriated for entrepreneurial use. With a detailed interior, plenty of modular room options and a high crew capacity, the Javelin is a ship intended for group play. We shall need ‘many’ able-bodied crewmen for these ships! This is the Largest Player Purchasable, non-persistent, Capital Ship in Star Citizen.
  • Aegis Dynamics – Idris-M Frigate = 3 – Larger than a bomber but smaller than a ship of the line, frigates occupy an interesting space in the pantheon of warships. While they lack the heavy armor and the capital weaponry of a cruiser, frigates are more maneuverable and are highly configurable. This is a Capital Class Warship!
  • Aegis Dynamics – Idris-P Frigate = 13 – A Mark II “Peacekeeper” variant developed for the UEE patrol services, the Idris-P strips the standard ship’s ship-to-ship gun and spinal mount in favor of additional cargo capacity and superior speed. This is a Capital Class Ship!
  • Aegis Dynamics – Hammerhead = 20 – A fast patrol ship with multiple turrets designed to combat fighters, the Hammerhead is equally suited to support larger capital ships in a fleet or act as a flagship for fighter groups.
  • Aegis Dynamics – Reclaimer = 29 – The Aegis Reclaimer is an industrial salvage ship. Equipped with a reinforced cargo bay, a long-range jump drive and launch pods for unmanned drones, the Reclaimer is an ideal ship for taking advantage of deep space wrecks. Tractor beams, floodlights, scanner options and docking ports round out the tools on this capable, utilitarian spacecraft.
  • Aegis Dynamics – Retaliator = 29 – Long Range Modular Platform. Variants include: Heavy Bomber, Marine Drop Ship, Extended Range Armored Personnel Transport, and Armored Cargo Transport.
  • Aegis Dynamics – Redeemer = 31 – A heavily armed/armored Gunship used for the delivery of Star Marine parties to FPS combat whenever/wherever needed, then linger in support. These will be primary escort ships to ensure the safety of our industrial assets.
  • Aegis Dynamics – Vanguard Warden = 37 – A hard-charging bulldog of a fighter which features extensive forward-mounted weaponry designed to tear through the shields and armor of other spacecraft. So-named because their multiple-jump range allows them to form the vanguard of any military expedition, Vanguards have seen extensive service against the Vanduul.
  • Aegis Dynamics – Vanguard Sentinel = 15 – The Vanguard Sentinel is a ship that’s designed to fight smart instead of taking enemies head on. The conversion features an AR cockpit, an external e-War pod, decoy missiles and a set of EMP charges. Vanguard Sentinels often provide necessary combat support for combined operations. A lone Sentinel assigned wild weasel tasks is frequently paired with Harbinger bombers and Warden escorts for large attack missions.
  • Aegis Dynamics – Vanguard Harbringer = 19 – The Vanguard Harbinger is Earth’s standard fighter-bomber, converting the standard Warden model’s escape pod into a potent bomb bay. The extended range of the Vanguard and the relatively small profile mean that it can go where carrier-based planes or larger strategic bombers don’t… and then strike hard and make it back to frontier bases. The Vanguard Harbinger is a powerful bomber that can operate out of the roughest forward operating bases.
  • Aegis Dynamics – Vanguard Hoplite = 7 – The Vanguard Hoplite is a cross between the winning Vanguard deep space fighter and a dedicated boarding ship. Adapting the reliable design for amphibious operations, the Hoplite is the perfect tool for inserting an armored strike team with enough firepower to get them out again.
  • Aegis Dynamics – Eclipse = 22 – The Aegis Eclipse is a bomber designed to get in and strike before it’s ever even spotted. After extensive service with the UEE, this high-tech military equipment is making its debut on the civilian market for 2947
  • Aegis Dynamics – Sabre = 82 – Part of Aegis Dynamics’ Phase Two of new ship models, the Sabre was designed as a space superiority fighter for those situations where you need to leave a lighter footprint. While no one will deny the Hornet’s place as the UEE Navy’s brawler, the Sabre offers an elegant and nimble alternative to handle an ever-evolving combat landscape. Designed to be a rapid responder, the Sabre is more than capable of establishing battlefield dominance for any number of combat sorties.
  • Aegis Dynamics – Sabre Raven = 4 – Part of Aegis Dynamics’ Phase Two of new ship models, the Sabre was designed as a space superiority fighter for those situations where you need to leave a lighter footprint. They have raised the bar yet again with their Raven variant, maintaining all the speed and maneuverability of its Sabre forebear, but with a lower ship signature, making it a fast, stealthy infiltrator.
  • Aegis Dynamics – Gladius = 55 – Short Range Light Space Superiority Fighter. The Gladius is an older design which has been updated over the years to keep up with modern technology. In military circles, the Gladius is beloved for its performance and its simplicity. A fast, light fighter with a laser-focus on dog fighting, the Gladius is an ideal interceptor or escort ship.
  • Aegis Dynamics – Avenger Stalker = 108 – Initially designed as Aegis’ frontline carrier ship for the military, the Avenger Stalker took a different path, ultimately having a long and storied career as the standard patrol craft of the UEE Advocacy. Utilizing its cargo hold for prisoner transport, the Avenger features a sturdy, reliable hull and the capacity for larger-than-expected engine mounts. This is the standard Avenger chassis with the Stalker Prisoner Transport module pre-installed.
  • Aegis Dynamics – Avenger Titan = 35 – Lacking the Prisoner Cells of the Stalker or the EMP Generator of the Warlock, the Titan’s hold is free to carry cargo. Couple that available space with the Avenger’s tried and true combat abilities and you’ve got a light cargo hauler that’s more than capable of handling itself in a fight. This is the standard Avenger chassis with the Titan Cargo Module pre-installed.
  • Aegis Dynamics – Avenger Warlock = 8 – The Avenger Warlock was built towards a single design philosophy: stop ships, don’t destroy them. Probably the closest to a non-lethal fighter, the Warlock is outfitted with a Behring REP-8 EMP Generator, capable of emitting a powerful electromagnetic wave to disable any electronics unfortunate enough to be within the blast radius. This is the standard Avenger chassis with the Warlock EMP module pre-installed.
  • Anvil Aerospace – Crucible = 17 – A so-called “flying toolbox,” the Crucible is Anvil Aerospace’s first dedicated repair ship. Featuring a rotating control bridge and a detachable pressurized work-space, the Crucible is a versatile mobile garage equipped with repair arms, a drone operation center and all the equipment needed to overhaul a damaged craft back into fighting shape.
  • Anvil Aerospace – Carrack = 48 – The Anvil Carrack features reinforced fuel tanks for long-duration flight, an advanced jump drive, and a dedicated computer core for jump charting operations. Originally a military exclusive, the Carrack is now available for civilian use. Onboard accommodations include crew medical and repair facilities, and a mapping-oriented sensor suite.
  • Anvil Aerospace – F7C-M Super Hornet = 94 – Short Range Medium Space Superiority Fighter. The closest to the Military load-out as is legally possible for a Civilian model, the F7C-M Super Hornet reattached the ball turret and offers near mil-spec parts under the hood. Proving that two heads are better than one, a second seat has been added to split the logistic and combat duty, making the Super Hornet a truly terrifying mark to engage.
  • Anvil Aerospace – F7C-R Hornet Tracker = 16 – If the Ghost is made to hide, the Tracker is made to seek. The F7C-R Tracker boasts an advanced radar suite making it ideal for deep-space explorers who require depth and accuracy in their scan packages. Local militia and larger merc units will also repurpose Trackers to act as mobile C&C ships for their squadrons.
  • Anvil Aerospace – F7C-S Hornet Ghost = 42 – Short Range Medium Space Superiority Fighter. The Ghost is the ‘Stealth Version’ of the Hornet variants.
  • Anvil Aerospace – F7C Hornet = 30 – To the enemy, it is a weapon never to be underestimated. To allies, it’s a savior. The F7C Hornet is the same dependable and resilient multi-purpose fighter that has become the face of the UEE Navy. The F7C is the foundation to build on and meet whatever requirements you have in mind.
  • Anvil Aerospace – T3A Gladiator = 12 – Short Range Medium Torpedo Bomber. These also shall be the ‘heavy hitting’ escort militia ships we deploy to keep our industrial assets secure. The civilian model of the Gladiator appeals to those that want to explore the ‘Verse with a bit of added security. Supporting a maximum of two the Gladiator is perfectly equipped to explore and fight with or without a wingman. The Civilian model allows pilots to choose between an extra cargo hold or a bomb bay.
  • Anvil Aerospace – U4A-3 Terrapin = 40 – Presenting the Anvil Aerospace U4A-3 Terrapin-class Scanning/Exploration Ship. The Terrapin was developed near the end of the 28th century to serve as the first ship in the Empire’s defensive restructuring of the Navy. The Terrapin’s watchword is protection, with extensive shield systems and armor layers designed to provide the maximum possible defense for pilot and crew. While it lacks the maneuverability of a dedicated fighter, it does maintain an advanced, hard-hitting array of weapons intended to keep the most fearsome Vanduul raider at bay.
  • Anvil Aerospace – A4A Hurricane = 21 – Big things do come in small packages: the Hurricane is a fighting spacecraft that packs a deadly punch into a slight fuselage. The spacecraft compensates for its lack of creature comforts with its powerful armament: six guns capable of blasting their way through nearly anything. Hurricane pilots have yet to find an enemy shield they can’t knock down.
  • Anvil Aerospace – Hawk = 12 – A small, light fighter with an emphasis on weaponry, the Hawk boasts an impressive arsenal of lethal and non-lethal weapons, making it a perfect ship for independent bounty hunters or local security looking for a little more punch.
  • Aopoa – Xi’An – Khartu-Al = 18 – Alien Xi’An (pronounced “Shee An”) scout ship. The Xi’An Aopoa corporation manufactures an export model of the Qhire Khartu, the Khartu-al, for sale to human civilians as a dedicated scout/explorer. The export model features the same Xi’an maneuvering rig, but control surfaces modified for human use and a more limited armament.
  • Aopoa – NOX = 85 – Hit the skids with the 2947 Nox. This speedy and maneuverable open-canopy racer from Aopoa is capable of zipping along planet surfaces or deep space. Available for the first time in Human space, the Nox has been specifically redesigned for Human pilots, so grab your ship and head to the racetrack today.
  • ARGO Astronautics – MPUV-1C Cargo = 25 – The ARGO Astronautics MPUV-1C Commonly ‘Argo Cargo’ – The ARGO Astronautics MPUV-1C (commonly ‘Argo Cargo’) is a dedicated merchant transfer ship, and ubiquitous intergalactic stevedore. Vast numbers of Argo Cargos are responsible for loading and unloading goods onto massive long-haul transports and miners that cannot otherwise land on planets or dry docks, such as the Hull D and the Orion. Some captains choose to own and operate their own Argo, while others pay privately owned ships operating as port services a rental fee for performing the unloading process.
  • ARGO Astronautics – MPUV-1P Personnel = 15 – The ARGO Astronautics MPUV-1P (commonly ‘Argo Personnel.’) This version of the Argo is geared towards a simple but incredibly important responsibility: expedient movement of people from place to place. The UEE Navy uses MPUV-1Ps extensively, and any new recruit can likely recall those terrifying moments in which such a ship carried them to their first space assignment. In civilian hands, Argo Personnel ships are adapted for everything from standard taxi services to use as makeshift combat dropships. The ARGO is capable of carrying up to eight humans and their equipment.
  • Banu – Merchantman = 33 – Banu (alien) technology. A very large trade and cargo hauling vessel. This baby is heavily armed and defended on its own! She can hold her own in lawless space! Banu traders are renowned for their merchant prowess, traveling the space lanes and trading with everyone from humans to the Vanduul! Their sturdy, dedicated trading ships are prized beyond all other transports, sometimes passing from generation to generation of Banu.
    Banu – Defender = 17 – Meet the Banu Defender, a multi-crew fighter whose patchwork design features both Xi’an thrusters, Tevarin shields, and four Singe tachyon cannons. Though cargo space is limited, the Defender features modest accommodations for its crew and provides easy access to components. The Defender gets its name from the role it serves: the first line of defense against enemy attacks.
  • Consolidated Outland – Pioneer = 10 – After their auspicious debut with the Mustang, Consolidated Outland has gone and changed the game again with the reveal of the Pioneer. This self-contained mobile construction yard is capable of creating planetary modular structures, ushering a new wave of aspiring colonists to customize their new homes on the frontier.
  • Consolidated Outland – Mustang Alpha = 98 – Entry Level Starter Ship Packages. Maneuverable, upgradable, utilitarian vessels. Capable of short range escort operations, exploration, and small cargo missions.
  • Consolidated Outland – Mustang Beta = 21 – Entry Level Starter Ship Packages. Maneuverable, upgradable, utilitarian vessels. Capable of medium range escort operations, exploration, and small cargo missions.
  • Consolidated Outland – Mustang Delta = 17 – The militarized variant of the Mustang. Enhanced armor, low signature, upgraded hardpoints, rocket pods, and a standard jump engine will make this a quite effective escort.
  • Consolidated Outland – Mustang Omega = 11 – Consolidated Outland teamed up with custom tuning company Accelerated Mass Design to create a limited edition racer that features a ramped up fuel intake for faster recycling of the ship’s already impressive boost system. To cap off the collaboration, AMD enlisted resident underground artist Sektor8 to design the dynamic paint job. We own them because ~ they are a blast!
  • Consolidated Outland – Mustang Gamma = 6 – Consolidated Outland’s design and engineering teams have managed to tweak and refine the Mustang into an admirable race. The end result, the Mustang Gamma, has smooth acceleration, and power on demand thanks to an innovative package featuring three powerful Magma Jet engines for maximum thrust. We own them because ~ they are a blast!
  • Crusader Industries – Genesis Starliner = 5 – The Genesis is yet another landmark in Crusader Industries’ proud history of transport designs. This ship utilizes award-winning manufacturing techniques and the highest quality parts to create one thing; a next-generation passenger ship at a price that won’t break your budget. Crusader Industries’ proprietary NeoG engine technology offers some of the most efficient flight for a ship of its size.
  • Drake Interplanetary – Caterpillar = 31 – Drake maintains that the Caterpillar, a sprawling, modular spacecraft which appears at least somewhat like its namesake, is for legitimate commerce and extended search and rescue missions… but at the end of the day, the Caterpillar is truly the evil twin of the Freelancer.
  • Drake Interplanetary – Herald = 34 – Speedy and Secure Information Runner. For when the data must get to intended destination ‘unhacked’ on the normal comms relays.
  • Drake Interplanetary – Cutlass Black = 67 – A ‘Hardy All Arounder.’ A General Purpose, highly adaptable, highly customizable, freelancing vessel.
  • Drake Interplanetary – Cutlass Red = 24 – The space ambulance! Tractor beam, upgraded docking collar, and a well apportioned medical suite on board make this support ship a must have.
  • Drake Interplanetary – Cutlass Blue = 20 – Sleek, mean, and royal. The Cutlass Blue adds missiles, a more aggressive engine, and Durasteel holding cells in the cargo bay to the standard model. The Cutlass Blue is the Outworld militia standard ship of choice for patrols.
  • Drake Interplanetary – Buccaneer = 36 – The Buccaneer has been designed from the ground up to fly and fight the way you live. No leather interiors or hyper pillows here: the ‘Bucc is a scrapper designed to maneuver and fight above its weight class. This rough-and-tumble frontier fighter can be maintained in the worst of conditions in order to keep real, working space crews alive.
  • Drake Interplanetary – Dragonfly = 130 – The Drake Dragonfly is the perfect snub ship for anyone looking to live on the edge. With nothing separating the pilot from the dangers of space, the Dragonfly is as much an adventure as a ship! Dual-mode conversion allows the Dragonfly to operate on the ground or in space, and a rear-facing second seat means you can even take a passenger! This exclusive Yellowjacket version is available only for the concept sale.
  • Esperia – Tevarin Prowler = 8 – Named after the UPE military designation, the Prowler is a modernized version of the infamous Tevarin armored personnel carrier. Esperia’s Astro-engineers were given unmitigated access to study original versions of the ship recently discovered in the Kabal system to help meticulously reconstruct the vehicle. Now, the Prowler is the perfect fusion of two cultures: the elegance and effectiveness of the Tevarin war machine combined with the reliability of modern Human technology.
  • Esperia – Vanduul Glaive = 7 – Vanduul ‘Ace Pilot’ preferred medium fighter. A limited run of 1000 were produced by Esperia for private distribution. These ships are human-built ‘mock-ups’ of Vanduul technology, assigned to Aggressor Test Squadrons. Combat capability is HIGH.
  • Esperia – Vanduul Blade = 4 – Vanduul Light fighters, designation “Blade,” are often used as scouts and first wave assault crafts. Over the decades of conflict, they have been increasingly used to take out comm arrays and early warning systems. They have also served well as skirmisher units due to their speed allowing them to chase down any ships attempting to flee the area. If engaged, expect the Blade to try to utilize it’s speed and ability to wear down your defenses.
  • Kruger Intergalactic – P-52 Merlin = 64 – Speedy and highly maneuverable snub fighter. These come with the Constellation Andromeda and Aquila variants. They are also available as stand-alone ships.
  • Kruger Intergalactic – P-72 Archimedes = 29 – If you’re looking for something a little more agile, blaze among the stars with Kruger Intergalactic’s P-72 Archimedes. Whether for added security, exploring a system or simply the joy of flying, the Archimedes is the perfect companion snub craft. Featuring an extra intake and a lighter hull than its sister ship, the Archimedes delivers exceptional handling and boost capabilities in a sleek package you’ll want along for the ride.
  • MISC – Endeavor – All Classes = 16 – Musashi Industrial & Starflight Concern is proud to present the Endeavor-class research vessel, a fully modular space platform designed to be adapted for a variety of scientific and medical tasks. Initially developed as a floating laboratory, the MISC Endeavor can be outfitted with everything from the spatial telescope to use as a mobile hospital.
  • MISC – Starfarer Gemini = 29 – This vessel is an Aegis military variant of the classic MISC Starfarer. A relatively large, 7 crewman, armored, fueling, refining, hydrogen collection ship. This ship shall support org-wide deep space missions with refueling and heavily armored presence.
  • MISC – Starfarer = 8 – The Starfarer differs from traditional bulk freighters in one key way: it is a dedicated fuel platform. The Starfarer is designed not only to load, store and protect fuel stasis units, it is designed to take in space-borne hydrogen and then refine it for use without landing. The Starfarer can be used to ferry traditional bulk cargo pods (see diagram) but in such cases the fuel refining equipment would be useless. This equipment is modular and can be swapped out for another mission package for dry operations!
  • MISC – Hull E = 9 – The largest specialized freighter available on the market today, the Hull E is generally owned by major corporations and operated with a high degree of planning. The lack of maneuverability inherent in such a large ship means that anyone planning to operate them should be careful about equipping turrets and providing escort. Their potential load (and modularity) is unparalleled, however: no other ship allows as much room to store goods or to modify towards another role!
  • MISC – Hull D = 5 – The Hull D kicks off the larger end of the spectrum with a massive ship built around a rugged frame. The Hull D is affordable enough to be operated by mid-sized organizations and companies. Hull D are often used as flagships for mercantile operations, but their bulk means that they should be operated with escort fighters while not in safe space. The UEE military uses modified Hull D as part of their supply chain, arming and refueling the soldiers on the front line.
  • MISC – Hull C = 15 – Often called the most common ship in the galaxy, the Hull C is the most-produced of the range and is considered by many to be the most versatile. Intended to hit the ‘sweet spot’ between the smaller single-person transports and the massive super-freighters that make up the rest of the range, the Hull C offers the expansive modularity of the larger ships while still retaining a modicum of the maneuverability allowed the low end of the range.
  • MISC – Hull B = 15 – The Hull B is a more rugged option most often compared to MISC’s own Freelancer. But where the Freelancer is equipped for long range exploration and other roles, the Hull B is a pure cargo transport. Hull B are often used as corporate support ships, and it is not uncommon to spot several in different liveries during a single flight.
  • MISC – Hull A = 4 – The smallest, most affordable Hull. The Hull A is great for those just striking out in the galaxy on their own. The Hull A is most similar to the Aurora and Mustang, but lacks the ‘jack of all trades’ nature. Where the others trade cargo capacity for firepower or speed, the Hull A is 100% on-mission transport! Additionally, Hull A (and B) are often used as station-to-orbit ferries.
  • MISC – Freelancer MIS = 14 – Long range, autoloading missile variant of the classic MISC vessel.
  • MISC – Freelancer MAX = 13 – Long range, heavy haul, dedicated cargo variant of the classic MISC vessel.
  • MISC – Freelancer DUR = 30 – The Freelancer DUR variant specializes in exploration. Sacrificing 25% cargo capacity of the standard Freelancer for an enhanced jump drive, a more advanced scanner, and an expanded fuel tank may seem like a bad call to some, but those who value discovery over profit will find it to be their ship of choice.
  • MISC – Freelancer = 37 – Long Range, Adaptable, Cargo Vessel. The working man’s class of ship!
  • MISC – Reliant – KORE Mini Hauler = 25 – With the Reliant Kore, MISC adds to its already impressive lineup of ships, a smaller introductory-class spacecraft. Utilizing advanced Xi’An designs, the Reliant features broad, sleek wings, omnidirectional thrusters and a fully-articulated two-seat cockpit that supports horizontal and vertical flight modes. All of this combines with a larger carrying capacity than many ships in its class to make the Kore a natural choice for short-range hauling, or with the simple addition of a few optional components, this can-do ship can do anything you dream of.
  • MISC Reliant – TANA Skirmisher = 4 – Easy to maintain with a rugged construction, the Reliant Tana makes for an ideal choice for frontier and outpost defense thanks to its custom high-yield power plant, stronger shields and additional weapon mounts.
  • MISC – Reliant – SEN Researcher = 3 – The Reliant Sen is a versatile mobile science platform; outfitted with long-range capabilities to take you further, longer, and an advanced sensor suite. Perfect for the aspiring explorer who wants to whisper their name into the halls of history.
  • MISC – Reliant – MAKO News Van = 2 – Enter the Mako, all the flexibility and dependability of a MISC Reliant combined with a state of the art Image Enhancement suite and turret-mounted optics to capture every moment as it happens with the clarity and accuracy that makes headlines.
  • MISC – Prospector = 39 – Set out to seek your fortune with the MISC Prospector! For years, the Prospector has been the universe’s preferred mining vessel for solo operators. Featuring MISC’s sleek design sensibility and a bevy of upgraded high-tech mining tools, the 2947 Prospector perfectly balances form and functionality.
  • MISC – Razor = 10MISC makes a bid for the next Murray Cup with the all-new Razor. This advanced racer features an advanced composite space frame that puts pure speed ahead of everything else… it’s the ship for pilots who want to leave the competition in the dust.
  • Origin Jumpworks – 890 Jump = 13 – With an elegant, sleek exterior that belies its spacious interior, the 890 Jump is a true engineering marvel; crafted to impress from every angle by combining a unique, innovative design with the finest materials and the most advanced technology. The result is a vessel that is in a class all of its own, a masterpiece worthy of the name ORIGIN. Comes with 2 bays for fighter/transport craft.
  • Origin Jumpworks – 600i Touring = 2 – Let the voyage begin with the 2947 600i from Origin Jumpworks. This multi-role luxury vessel from Origin Jumpworks features an exquisitely detailed hull design that balances performance and versatility in a sleek and timeless form. The 600i is designed with a cutting-edge modular technology, allowing you to customize your ship for your needs. Taking the family on a long-distance trip across the stars? The Touring module lets your guests relax in ease with stunning furniture from some of the Empire’s top designers.
  • Origin Jumpworks – 600i Exploration = 10 – Let the voyage begin with the 2947 600i from Origin Jumpworks. This multi-role luxury vessel from Origin Jumpworks features an exquisitely detailed hull design that balances performance and versatility in a sleek and timeless form. The 600i is designed with a cutting-edge modular technology, allowing you to customize your ship for your needs. Looking to stamp your name in history with the discovery of a new star system? The 600i’s Explorer module swaps the lounge for a robust scanning station as well as additional utility hardpoints to increase the ship’s effectiveness even more.
  • Origin Jumpworks – 350R = 21 – The combination of a Gangleri BP 707 Standard power plant with a 300i fuselage re-engineered to accommodate twin Hammer Propulsion HM 4.3 thrusters makes the 350r the fastest personal craft you’ll ever call your own.
  • Origin Jumpworks – 325A = 34 – Just because it’s a rough galaxy doesn’t mean you need to sacrifice your comfort: the 325a can come out on top in any dogfight. The 325a features an advanced weapon payload as well as a custom targeting system designed especially for the 325a by WillsOp.
  • Origin Jumpworks – 315P = 27 – Exploration is man’s highest calling. Prepare to chart distant horizons with man’s most sophisticated piece of technology, the ORIGIN 315p. Featuring a more robust power plant and a custom scanning package, exclusively designed by Chimera Communications.
  • Origin Jumpworks 300i = 10 – If you’re going to travel the stars… why not do it in style? The 300i is Origin Jumpworks’ premiere luxury spacecraft. It is a sleek, silver killer that sends as much of a message with its silhouette as it does with its weaponry.
  • Origin Jumpworks – M50 = 24 – Super Speedy, Super-Nimble Interceptor!
  • Origin Jumpworks – 85X = 50 – Elegantly styled and meticulously constructed, the 85X is a versatile and comprehensive away-vessel that features precision control in and out of atmosphere. Utilizing much of the same thruster technology as the 300 series, it has the power of a racer with the reliability of a touring ship. Whether descending down to the planet surface or taking in the sights of your system, this runabout continues Origin’s proud tradition of turning heads.
  • Robert’s Space Industries – Polaris Corvette = 30 – The Polaris is a nimble corvette-class capital ship that packs a powerful punch with a full armament of turrets and torpedoes. Intended for use as both a naval patrol ship and to serve as the flagship of militia operations, Polaris has the capacity to perform search and rescue operations, light strike missions and general security patrols. The Polaris includes the facilities to repair, rearm and refuel a single fighter, light bomber or support ship.
  • Robert’s Space Industries – Constellation Phoenix = 14 – A dedicated luxury spacecraft for the discerning star captain. The Constellation Phoenix can be operated as an organization command ship and features a luxurious redesigned interior. Includes a hidden sensor-dampened area for your most precious cargo. The Phoenix comes with a LYNX Planetary Rover and a Kruger P-72 Archimedes Snub-Fighter.
  • Robert’s Space Industries – Constellation Aquila = 32 – Explore any distant horizons! The Constellation Aquila features a redesigned cockpit for maximum visibility, advanced sensors and an onboard Ursa rover for planetary exploration. Let’s see what’s out there! The Aquila come with a VERSA Planetary Rover and a Kruger P-52 Merlin Snub-Fighter.
  • Robert’s Space Industries – Constellation Andromeda = 33 – The Constellation Andromeda, a multi-person freighter, is the most popular ship in RSI’s current production array. Constellations are beloved by smugglers and merchants alike because they are modular, high powered… and just downright iconic-looking. The Andromeda comes with a P-52 Merlin Snub-Fighter.
  • Robert’s Space Industries – Constellation Taurus = 13 – Enjoy the adventure of a multi-crew Constellation on a budget! The Constellation Taurus is a dedicated freighter. Fully configurable but without all the bells-and-whistles, the Taurus is a great way to get started with crewed ships.
  • Robert’s Space Industries – Orion = 30 – Massive deep space mining centric vessel! Roberts Space Industries’ goal has always been to make the stars available to individual Citizens. Now, with the RSI Orion mining platform, RSI is letting individuals take over a process formerly controlled by mega-corporations. The Orion’s features include high-grade turret-mounted tractor beam arrays, plenty of mineral storage and a cabin designed by the team that brought you the Aurora and Constellation!
  • Robert’s Space Industries – Aurora ES = 5 – The Aurora is the modern day descendant of the Roberts Space Industries X-7 spacecraft which tested the very first jump engines. Utilitarian to a T, the Aurora is the perfect beginner’s ship: what it lacks in style it makes up for in ample room for upgrade modules.
  • Robert’s Space Industries – Aurora LX = 8 – Be proud of your roots with the brand-new Aurora Deluxe, built for the discerning pilot who never forgets where he or she came from. The LX features patent leather interior to guarantee comfort for those long stretches in the deep black.
  • Robert’s Space Industries – Aurora MR = 117 – Perhaps you’re looking for something that offers carrying capacity but has combat capabilities too? The Aurora Marque comes with a pair of Behring-quality lasers and a high quality gun cooler system.
  • Robert’s Space Industries – Aurora CL = 8 – Customized for mercantile and trading excursions, the Aurora Clipper is the perfect vessel for aspiring entrepreneurs and seasoned traders alike. Swapping a smaller power plant and armor capabilities for an expanded cargo capacity, the Clipper ups the ante for personal merchant craft.
  • Robert’s Space Industries – Aurora LN = 40 – With a more robust shield generator and a pair of additional weapon hardpoints, the Legionnaire is a dedicated combat fighter, built to handle any obstacle the universe can throw at you.
  • Vanduul Sythe = 2 – Fast becoming the symbol of the Vanduul Race, the Scythe is the foot soldier in every raid and the target of every human fighter pilot. Featuring a hefty weapons payload, the Scythe’s real asset is its maneuverability, found in the twin main and twelve maneuvering thrusters.

ACES HIGH AND YOU:

We feel that having a tight-knit organization working together to accomplish larger goals in the Verse will be the most profitable and fun for our membership. What we have learned so far points to Star Citizen becoming one of the most prolific team based game clients ever created! If you feel the same and want to earn your place in the SC Universe with us, please feel free to contact us at any of the access points denoted below for more details:

  • Please apply with the JOIN US NOW button on this RSI org page
  • We will also need you to register and login on our ACESHIGH Home PagePLEASE use your RSI HANDLE as your Enjin ID when creating your account! :)
  • Once registered on Enjin, please complete the ACESHIGH Formal Application
  • Download TeamSpeak client @ teamspeak3.com – Install – Create a ‘Bookmark’ with this address – aceshigh.teamspeak3.com – Connect to ACESHIGH Server – Public Lobby Channel – A member of our leadership or a Recruiter will engage with you at this point
  • [ACESHIGH] Discord Server: https://discord.gg/mrRBBZa (Org Text Chat – Public Lobby)

Manifesto

~ ACES HIGH ~

GENERAL ORGANIZATION DIRECTIVES:

  • [ACESHIGH] shall commit itself and its membership to upholding UEE laws and standards, first and foremost, no matter where in the universe we may find ourselves conducting operations. The defense of ‘non-aggressors’ shall be a high priority. Our long-standing collective, cooperative combat discipline shall prove highly useful in these scenarios. The maintenance of a good Reputation Rating with the UEE government shall be vital in securing lucrative government contracts.

GENERAL TASK GROUP & DIVISION DIRECTIVES:

MILITARY SECTOR:

Military Sector General Tenets:
  • The Chain of Command shall be strictly adhered to by the officers and members attached to any Task Group within this Sector.
  • Military members shall receive a basic salary from the Organization to facilitate On Duty Station Status.
  • Escort and Security missions generated by the organization shall be subsidized with equipment and financing, as required.
  • Militia Task Group and Intel Task Group members shall be exempted from paying organizational taxes.
Task Groups:
  • MILITIA TASK GROUP: Shall comprise a master Squadron within each time zone, each having multiple specialization Groups and Divisions within it. This Task Group shall focus on suppressing any piracy and/or criminal activities witnessed, with overall directives supporting such endeavors. This applies to an even higher degree when protecting or escorting our own assets/missions. Mercenary and Escort activities shall be an integral part of organization policy. We shall make Capital Class ship/crew game play available to our membership. Electronic Warfare specialist Squadrons shall be instituted and trained within the Militia Task Group to support high level combat operations. Elite Security Squadrons shall be formed internally and train together constantly. This training shall include Flight Combat and Ground Combat Squadrons. Our very best Combat Pilots and Star Marines shall ensure that our largest risk (potential loss) missions are conducted with a great measure of success and reward. The [ACESHIGH] Militia Task Group shall be a cornerstone of our organizational effectiveness.
  • BOUNTY HUNTING TASK GROUP: This group shall be supported fully with Security assets, on an as needed basis. We are anticipating that these types of missions will generally be NPC generated and not massive in scope. Where additional assets are required for ‘special contracts,’ these shall be arranged by the Task Group CO. The Task Group CO shall also disseminate and oversee any organization generated bounty contracts.
  • INTEL TASK GROUP: This group shall consist of Data Running, Data Hacking, and Org Data Security Assurance specialist personnel and related assets. This group and what it does will be absolutely critical to organization operations and profitability. Star Citizen Meta-Game success or failure will be all about who has what information, and when…
  • MEDICAL / SEARCH & RESCUE TASK GROUP:
  • S & R personnel shall support ALL [ACESHIGH] Military and Civilian personnel with S & R and frontline (limited) medical services. This will be a tall order for an organization of our size, so this group will need to be well organized and highly deployable to wherever their services are needed. For hire activities shall be at the discretion of the Task Group CO.
  • Medical units shall consist entirely of our Endeavor Hope Class Hospital Ship crews. This group shall support ALL [ACESHIGH] Military and Civilian groups with a particular focus on the Militia Task Group (their losses will be higher than that of others). This Task Group’s CO shall ensure that a Hospital Ship (org spawn point) shall be within a readily accessible (but reasonably safe) distance of our largest Military Operations ongoing. The Task Group officers shall coordinate efficiently with Militia and S & R groups to ensure effectiveness. For hire activities shall be at the discretion of the Task Group CO.

CIVILIAN SECTOR:

Civilian Sector General Tenets:
  • The leadership and reporting structures within this Sector shall not be as rigid as the Military.
  • Flexibility shall be pivotal in Civilian decision making.
  • Civilian leadership shall coordinate the need for Military escort/support in advance of larger scale mission execution.
  • Taxes shall be levied on the Civilian Sector membership in order to maintain a properly equipped and ready status Militia.
  • Larger scale Civilian missions planned and created within the organization job boards shall always receive first preference for Militia support.
Divisions:
  • EXPLORATION DIVISION: This group shall be quite expansive and require a great deal of coordination and logistical support. We presently have a huge set of Exploration Assets within the Organization, and plan to use them to great effect! It shall be [ACESHIGH] policy that any discoveries made by its members (Jump Points, Derelicts, Solar Systems, Asteroid Belts, Key Ore Deposits, anything of Great Value) shall be kept ‘CONFIDENTIAL & PROPRIETARY’ until such time as the leadership council decides that we have fully exploited any new assets found. When clearance is given, the affected crew/member may do as they wish with the Intellectual Property (location coordinates) discovered. Privateering shall be at the discretion of Division leadership.
  • ADVANCED RESEARCH DIVISION: This group shall conduct scientific research supporting the entirety of the [ACESHIGH] organization. Their primary focus is to keep [ACESHIGH] at the cutting edge of science and technology. The Advanced Research Task Group shall ensure that [ACESHIGH] remains ahead of our competitors in all aspects of science and technology in Star Citizen by employing an array of scientific craft; such as MISC Endeavors with the Particle Accelerator, Telescope and Biodome modules. The Advanced Research Task Group shall have the newest and best scientific experimentation equipment available. Discoveries made here will be disseminated to other groups, scaled up, then deployed fully to the organization. This task group should spend about 80-90% of its time performing pure research, and 10-20% of its time developing technologies based on this research. Privateering shall be at the discretion of Division leadership.
  • LOGISTICS DIVISION: This group shall consist of Cargo Loading/Unloading, Ship to Ship Cargo Transfers (consolidation), Direct Trading, Inter-Division Coordination, Refueling, Resupply, Rearming, Galactic Market Analysis and determining the best Return on Investment (ROI) strategies to maximize org profit ratios. We shall support the organizations being highly engaged in daily trade and cargo transport activities. We shall provide larger multi-crew organization owned assets and equipment, while simultaneously providing effective escort militia in direct support of our trading and logistics efforts. Privateering shall be at the discretion of Division leadership.
  • MINING DIVISION: We shall fully support ore mining and refining efforts with Security, Fueling, Repair, Logistics, and S & R groups. Large mining vessels have been acquired for the organizations use and benefit. Effective escort militia shall be provided to support our ore mining and transport efforts at all times. Bulk cargo relay of ore to be sold, stored, or used internally by the Engineering Division. Logistical support shall be provided, in order to keep our critical mining operations on task, while maintaining profitability. Privateering shall be at the discretion of Division leadership.
  • ENGINEERING DIVISION: This group shall provide, maintain, enhance and install ship components to the Fleet. Upgraded component schematics will be acquired from the Advanced Research Division. Engineering teams shall operate aboard ships as maintenance and repair crews, responsible for keeping the ship and all of its components repaired and in top running condition. Engineering teams shall also operate at spaceport as a retrofitting, major repair and upgrading crew, making sure the fleet remains upgraded, repaired and at the cutting edge of technology. This Division should spend approximately 10-20% of its time working with Advanced Research Task Group researching new technologies, and 80-90% of its time applying this technology to the Fleet. The Engineering Division shall manage all Planetary Construction efforts for the organization. Privateering shall be at the discretion of Division leadership.
  • SALVAGE DIVISION: This Division shall support our Engineering Divisions mineral and alloy needs first, then seek salvage profiteering opportunities at will. This group shall be fully supported by our Exploration, Fueling, and Security groups as needed, to ensure optimal performance, capability, and profitability. Privateering shall be at the discretion of Division leadership.
  • MURRAY CUP RACING TEAM: We shall fully support our inner-org racing teams with Fueling, Repair, Resupply, Transport, and Engineering. This group’s members will consist of our most precise and aggressive pilots! These folks are ‘Flying at Mach 10 with their hair on fire!’ We hope to be very competitive with our racing team. This shall not be a dedicated Division, but a Racing Team which gathers to participate in Murray Cup annual events.
  • [ACESHIGH] wants you to prosper in the Star Citizen universe. Solo (non-org generated) missions shall be available to all members. We do ask that our potential recruits and members remember that it may very well be more fun and profitable to work alongside your org-mates on command generated cooperative missions. These missions will be generated daily and be made available to all org members 24/7 via the upcoming org mobile app APIs. There will always be something neat cooking on the [ACESHIGH] job boards! :)

We are seeking recruits who are agreeable to the general goals and tenets set forth above. If you are agreeable to the outlined goals, we eagerly look forward to an enduring partnership!

Charter

VISION

“ACES HIGH is committed to building a multifaceted community that explores the unique and diverse gameplay that is Star Citizen. We constantly look to maximize our enjoyment of the “Best Damn Space Sim Ever”. We work to ensure that we are successful in what we do in the game, and we always do so as a team. We’re building an organization that our members can depend on, a family within Star Citizen which always has the best interests of our members at heart.”

MISSION

“Deliver well organized daily gameplay experiences for all members through the implementation and improvement of organization infrastructure, resources, and activities; so that experiences are dynamic and scalable for as many players as is required. We want our collective experience to be accessible, fun, and successful.”

Our Mission is key to our enjoyment and success, and is a cornerstone of building a thriving community.

CORE TENETS

The following are cornerstones that guide, support, and help us achieve our organization’s Mission:

I – GAMEPLAY

We provide infrastructure, resources, and activities to enable and optimize Well Organized Gameplay Experiences around the core game activities as developed by CIG :

ACCESSIBLE
• All members shall have fair access to game opportunities. For those members who seek leadership or more advanced roles, we offer training to help you achieve the required qualifications, rank, or certification that will get you to the next level.

BALANCED
• We always seek to strike a balance between real life and game time. We always put real life first, and we do not expect you to put in a minimum amount of game time. Our infrastructure and programs are designed to increase the skill sets of our members, regardless of whether your commitment is casual or harder core. However, should you wish to put in the time to gain experience and to train, the sky’s the limit for your skill level and, of course, credit earning potential. We aim to be the best – and we’re not afraid to put in the work to make that happen.

GROUPING
ACESHIGH has developed tools that allow us to quickly and efficiently form scaleable groups for all trades/functions on the fly. We want you to be able to join us and get into a meaningful mission with the smallest amount of downtime possible.

LAWFUL
• The ACESHIGH organization and all of its members are committed to upholding UEE laws and standards, first and foremost, no matter where in the universe we may find ourselves conducting operations. The defense of org members, assets and territory is our first and highest priority, but we will fight in the defense of the UEE and “non-aggressors” whenever and wherever possible. Our long-standing collective, cooperative combat discipline proves highly useful in these scenarios. The maintenance of a good Reputation Rating with the UEE government is vital in securing high profile government contracts.

II – INFRASTRUCTURE / ADMINISTRATION

We provide leadership, infrastructure, tools, guides, programs, training, etc. to enable our Mission:

ACCESS TO INFORMATION
• The information our members need such as Org Chart, Fleet Sheet, Training Programs, etc. are maintained, updated, and published in logical, consistent, and easily accessible manners for our members’ ease of search, understanding, reference, and our alignment as a community.

LEAN & EFFECTIVE ORGANIZATION INFRASTRUCTURE
• We endeavor to enable all members, from Chief Executive to Prospect, to spend at least 75%+ of their Star Citizen time “in-game, engaging with comrades.” Our organization’s policies and infrastructure (website, communications platforms, etc.) are designed with this in mind and will evolve as Star Citizen evolves to deliver the promise of our Vision and our Mission.

MILITARY OFFICERS & CIVILIAN LEADERS
• Under the direction of organization founders, leadership positions are open to and comprised of those who – through community spirit, passion for the game and passion for ACESHIGH – apply to volunteer their time and attention to take on delegated authority as positions are created or vacated. Interested in serving the community? Speak with any leadership council member!

SCALEABLE & DYNAMIC
• The primary purpose of our leadership and organization systems is to distribute information effectively to potentially thousands of members simultaneously. The main goal is always to try to maximize our in-game effectiveness, which makes us more successful and helps make the game even more enjoyable. Our solutions are aimed at accomplishing these goals by ensuring that each member is ready to deploy as quickly as possible to take part in org activities and be effective during said activities. We accomplish this by making sure our systems are scalable and flexible enough to handle a wide array of daily situations.

IIIORGANIZATION IN-GAME ALIGNMENT AND STRUCTURE

In Star Citizen, ACESHIGH is a self-sustaining UEE-allied organization, with a focus on security and industry. We operate as a semi-autonomous entity within Star Citizen, operating without the influence of other organizations, governments or groups outside of the UEE.

  • Our Military Sector follows a Naval command structure (see Manifesto)
  • Our Civilian Sector follows a more Corporate structure (see Manifesto)

POLICIES AND CODE OF CONDUCT

AFFILIATION POLICY

  • Applicants and those accepting invitations must have their RSI account free of all ‘other’ organizational affiliations
  • [ACESHIGH] shall be your MAIN and ONLY Organization
  • Your membership status with [ACESHIGH] shall be VISIBLE to all, at all times
  • The settings noted above may be edited by applicants here: Account/Organizations
  • [ACESHIGH] Recruiting Officers shall verify every applicant’s RSI status, as deemed necessary
  • Where applicant’s status is not as noted above, applications shall be denied and/or Prospects shall be removed from our roster within 24 hours

TEAMSPEAK AND GAME PARTICIPATION POLICY:

We would like for you to be as active as you can, meaning we would like to have you play and be on Team Speak at least three times a week, the more the better. We certainly understand real life issues occur and all we ask is that you notify the officer of your division of any issues you may have in regard to being in-game and having time for organization based missions. We will work with you if you communicate with us as we are very understanding. If at the onset of Commercial Star Citizen Launch, you simply do not show up in the [ACESHIGH] TS or in-game for months on end, you will be removed from the organization roles to make room for more active members. You may re-apply at the point where you have time for the game/organization again.

ADDENDUM: We are presently completely unsure of what the in-game organization communications depth and capability shall be. Once determined, we shall reevaluate and solidify the Teamspeak presence policy.

CODE OF CONDUCT

Members Shall:

  • Be logged into Team Speak at all times whilst online in-game (see addendum above)
  • Have [ACESHIGH] set as your MAIN Organization at all times
  • Pay attention and follow Flight/Line Officer commands during battles/missions
  • Conduct themselves in an honorable and sportsmanlike fashion in-game, Teamspeak, and in all public/private forums
  • Be supportive and considerate of other organization’s members
  • Project a positive image of yourself and [ACESHIGH] organization to others
  • Support your org mates!
  • Attempt to resolve inner-org and outer-org personal differences directly with the concerned individual(s)
  • Remind other members of expected conduct in a tactful, non- threatening way, and if possible, in private
  • Promote fellowship within the Star Citizen community
  • Bring all problems, concerns, and issues to any organization officer for discussion and remediation
  • Win and lose honorably, show sportsmanship
  • Maintain a Family Oriented environment within our Teamspeak server, Discord server, and website forums. No PORNOGRAPHIC Images or Speech. No devicive or insightful political posting.

No Member Shall:

  • Be affiliated with criminal, piracy, or espionage oriented Star Citizen organizations – This shall be grounds for immediate dismissal upon discovery by [ACESHIGH] leadership
  • Condemn or humiliate other org members (ours or others)
  • Exceed their mandate – anything which may interfere with the functionality of [ACESHIGH] as a whole
  • Discuss ‘sensitive matters’ of [ACESHIGH] with external orgs (with the exception of diplomatic officers & senior leadership as required)
  • Comment consistently about politics, religion, skin color, or sexual preferences. We are here to play games and enjoy our time together
  • Engage in Excessive Drama
  • Demonstrate Constant Rage Quitting
  • Engage in constant griefing, or purposeful team (org) damage
  • Engage in any form of trolling that brings disrepute to [ACESHIGH], including public forums, chat, or any Ventrilo/TeamSpeak/Discord/Spectrum Server
  • Any form of cheating, hacking, exploit or advantage macro used by any member will result in the immediate removal of [ACESHIGH] Tags and permanent banning from all org systems and services
  • Any Member found to have violated the above Code of Conduct will be given two warnings by the High Council. A third offense/violation could result in dismissal from [ACESHIGH]

Officer & Leadership Expectations and Duties:

Our leadership forms the Command Structure that allows us to function as a gaming community, fighting force, and diplomatic force. The Expectations of [ACESHIGH] leadership are high. These standards are expected of every leader and officer, from Ensign to Executive, to Admiral. It is expected that if you are unable to meet and deliver the standards outlined below, you would stand down from your position of your own accord and without malice. [ACESHIGH] is always seeking competent leadership from within our ranks. Please feel welcome to step up and ask about a commission if you feel that we have a leadership role which is a fit for you!

Officers & Leaders Shall:

  • Uphold the highest standards as expected by our members (as above)
  • Put [ACESHIGH] first
  • Be accountable for their own actions
  • Strive to improve the gaming experience had by our members
  • Be available for dispute resolution, guidance, and mentoring
  • Be available to help with the workload in the administrative running of the organization on a day to day basis
  • Treat members with respect, even in times of hardship and misunderstanding
  • Be the gold standard in regards to Communications, and setting the Communications Discipline precedent
  • Provide guidance and mentoring to all members and junior leaders
  • Provide leadership and display above average understanding of the Star Citizen Meta-game Persistent Universe
  • Provide Strategic & Training direction for the organization
  • Be able to work as a key part of a larger team