98 members
Has life dealt you a bad hand? Time to pull out the jokers, your lynch-pin to success in unfavorable odds. Laugh your way to the bank with us up your sleeve.
Need to hire someone for attack, defense, escort, interdiction, or just parts and materials?
Find us at discord.gg/jokers
Founded with “Fine, we’ll make our own org, with hookers and beer!” energy, Jokers Gambit has always leaned towards the unorthodox and embraced challenges that others might call “impossible” or “foolhardy” or otherwise “absolutely insane.” We don’t shy away from long odds, and we have a long history and tradition of being the reason why new rules are created.
From old-school JumpTown lockdowns to being the first to hold the revamped SPK for over 24 hours, inventing the “medbed paradrop” to ATLS dropping onto an Irradiated Valakar with orbital fire support, stealing a XenoThreat Idris and operating it for 33 hours straight (ended only by a server crash) to mining Hathor while engaged in a 7+ running fleet action with half a dozen other orgs, we have dominated battlefields across the ‘verse, and found creative ways to turn the tide in our favor.
Over the years, our particular specialty has become combined arms fleet and force operations, ranging from small scale operations with just a handful of Jokers to fleet actions with dozens of capital ships and over 100 players across both sides. We have been at the forefront of engineering and logistics, developing tactics that have become the standard capital ship doctrines in the ‘verse.
We are the premier mercenary force in the ‘verse. Any job you have, we can get it done.
Jokers Gambit is a mercenary org with a high focus on PvP, but we dabble in everything. We operate at a high level, but strive to keep drama to a minimum and don’t take ourselves too seriously. We all have lives and day jobs, and IRL comes first.
In game, we operate on both sides of the law, and when we aren’t making money or handling logistics, we will often pursue activities that will get us fights.
We are available for hire for a wide variety of jobs, from security and protection to offensive actions, guided tours, and more. Some of the services we offer include (but are not limited to):
Area Patrol – This involves sending large or small forces down intended flight paths looking for pirates and interdictors, or rolling thru intended operating areas. Ranges from route scouting to full on fleet ops. Can be done once or periodically on a loop.
Quick Reaction Force (QRF) services – For a fee, we will operate in a certain area for a certain duration to be “on call” if something goes wrong, allowing us to jump in and respond quickly as back-up. The specified JKRs would otherwise go about their normal things, grinding combat missions or whatever, just staying kitted and ready to respond quickly if the client needs backup. Great for lower-risk operations where back-up may be needed, but end-to-end security is not warranted.
Emergency Response Retainer – With a retainer fee, we will provide any-time Emergency Response Services where we will drop what we are doing and respond with whatever we have available, if we have anything available. This can be contracted on a weekly or monthly basis. Response times will be slower than a QRF contract because there is no guarantee that we will have many people on or that they will be anywhere nearby or on the same server, but it is a dedication from us that if you call, we will come with whatever we have available, as quickly as we can.
Ride-Along Security – One or more JKRs will tag along on the Client’s haul (nominally on foot riding the client’s ship), providing an extra set of hands to help move boxes and keep an eye out for troublemakers.
Decoy Runs – Run a decoy ship with dummy cargo (something that’s cheap trash but looks similar enough to a high value commodity), or set up some other decoy arrangement, to bait out any pirates or thieves and distract/tie them up or clear them out of an area.
Area Lockdown – JKR will establish security at a position and kill anyone that isn’t our client(s) and just secure the entire area, air and ground. Options for more restrictive Roles of Engagement increase contracting costs.
End-to-End Security – Reserved for rare extra-high value/risk moves where we provide fleet security and escort from freight elevator to freight elevator.
Guided Tours and Point Of Interest (POI) runs – Options range from a simple small ship scout run to a POI to a catered fleet escort through the Executive Hangars with all materials provided, and everything in between.
Combat Support – Have a fight you’re expecting to get into and want some extra guns? Options include a couple extra bodies to pull triggers on the ground to full fleet support.
Logistical Support – From moving cargo and High Value goods to towing and transporting ships to providing R/R/R services and everything in between.
Special Material Acquisition – Acquiring rare, special items that are hard to get or that you have to fight other players for.
Privateering – Want somebody’s operations disrupted? Does a rival possess something that really should belong to you? We can help you disrupt your adversary’s day, and/or tactically acquire anything you want that is in the unfortunate possession of someone else.
Assassination – Take out a target or set of targets, with recorded proof.
All prices are negotiable, and will vary on the specifics of the job and the state of the economy.
Examples of pricing options might include 5% of profit for a Ride Along service, or 20% of profit for end-to-end security, 5 mil for a small team for backup while doing an Executive Hangar or 100 mil for a catered fleet escort sweep of all three hangars, with all supplies, materials, cards, loot handling, and high-end champagne provided by us.
Here at Joker’s Gambit, we’re a community of friends who enjoy playing with each other, first and foremost. While we’re happy to play with anyone, we do understand that we’re not necessarily the group for everyone, and finding a group of people you enjoy playing with and who enjoy playing with you is very important.
For that reason, we have a probationary period for any new recruits interested in joining up. The length of the probationary period is nominally 4 weeks, but may be reduced to as little as 2 weeks, dependent on how active you are with the group. The intent is to give you a chance to play with everyone and get a good assessment of the group, and for everyone to play with you and get a good assessment of you.
At the end of the probationary period, we take a vote on whether we want to accept you as a Joker. If a straight majority of Jokers vote yes, and you still want to join up, you get your tags.
We strive to operate at a high level, but this is a video game and nobody is paying us to play it. We all have lives and day jobs, and that’s stressful enough, so we try to keep drama to a minimum, and IRL always comes first.
Within the Jokers, we don’t really have a hard rank structure. Anyone can step up and lead in the moment, and we expect our members to take initiative and take charge, if needed. That said, we do still have a handful of leadership positions to manage, run, and administer the organization.
We are primarily organized into 4 Suits, and each Suit has 4 leadership positions: Ace, King, Queen, and Jack. The Ace is the leader of the Suit, and the King is the Executive Officer of the Suit. Queen and Jack roles are secondary leadership positions, and specific roles are determined by the Ace.
Joining a suit requires passing the certification tests for that suit (as determined by the Ace of each suit), to show a baseline level of competence and capability in the applicable roles and skills. Membership in a suit does not hard lock you into playing only that role, and JKRs are not required to join a suit, but suiting up in your primary/preferred game loop is encouraged for all JKR, both to help drive each members’ skills to the next level, and to help leadership when organizing for major operations and events.
Beyond the suits, we have additional, task- and job-specific certifications. These certs aren’t required to do any task in normal play, and only come into effect when we engage in major operations or special events that require high performance in those jobs and tasks.
Outside of Suit leadership, our Leadership council is rounded out by our Org Leader, Executive Officer, Moderator, and potentially other role-specific positions that don’t fit within the Suit structure.
Aces are appointed by the other Aces and Leadership, selected from a pool of people volunteering for the position. Anyone in the org can become an Ace, if the position opens up, with the following items being the primary things we are looking for/considering for selection:
—Regularly active in the org
—Regularly active in Star Citizen
—Demonstrates skill in and knowledge/familiarity with the role of the suit they’re applying for
—Already filling a leadership role, particularly in the suit in question
—Takes initiative and steps up to take on tasks and leadership roles
—Demonstrates good teamplay focus
—Demonstrates good leadership ability
—Demonstrates good diplomatic ability
The King, Queen, and Jack of each Suit are appointed by the Ace of their respective Suit. Each Ace will have their own priorities and factors they consider for those appointments, though many of the same considerations for appointment to Ace will likely play a factor, to some degree, for each Ace.
Appointment to other Leadership positions outside of the Suit structure is largely on a case-by-case basis, as positions become available or become needed. Considerations for appointment generally match those for Ace, and appointment is still made with a vote of Leadership.
