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Roberts Space Industries ®

The Children of the Apocalypse / NEOAPOC

  • Faith
  • Regular
  • Role play
  • Security
    Security
  • Piracy
    Piracy

One Family. One Mission. Your Duty Calls.

Will you carry our banner to glory?



History

Introduction

Hail citizen!

We are The Children of the Apocalypse, a clan/fleet that comes from the Tekagi’s Treasure mod universe from the always-popular space sim Freelancer. We are a role play clan dedicated to being freedom fighters — or anarchists, depending on how you look at it — whose only purpose is to liberate the populaces of Sol from United Earth government control and unite them in prosperity under a single banner.

We are currently open for applications and allow players with all schedules to join (casuals, regulars, and hardcore players alike). Obviously, the more often you can come online, the better, but any and all are welcome.

Our group focuses around teamwork. In Freelancer, we operated as a more paramilitary-style group. Each member was equipped with the best weapons and equipment money could buy, and they were expected to do their best in fighting our enemies — sometimes against impossible odds — and to emerge victorious. Often times, even when the fighting was at its heaviest, the Brotherhood and Sisterhood managed to come out victorious due to our superior strategy, tactics, consistent teamwork, and communication. We plan on repeating our successful operations again here in the Star Citizen universe.

Our organization may focus on military expansion and incursions, but we allow and appreciate players from all walks of life and various play styles. If you prefer trading, salvaging, recon, or other generally non-combat activities, that’s perfectly fine. Logistics and support are essential to obtain a proper victory, and we will look forward to serving as your guard in the field.

Now that you know a little about us, ask yourself: are you ready to shun your oppressors and carry our banner to glorious victory? Discard all fear and break the bonds of your oppression! Join us today!

Your duty calls you to action! For Elohim! For The Children of the Apocalypse!

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Past History (Role Play)

The Children of the Apocalypse formed together over time in the Serius Sector within the domains of the four Houses of Bretonia, Rhineland, Kusari, and Liberty, far from the war that enveloped the Sol Sector so long ago. Originally a band of murderous rogues, the Children of the Apocalypse evolved to accommodate those disillusioned with the lives they once lived under House and pirate rule, and those who longed for something greater. After years of fighting on all fronts in minor skirmishes with bounty hunters, pirates, and police forces, the Children had finally become strong enough and experienced enough to return the favor.

Two years before the initial campaign, the Children had discovered, fortified, and developed a new home on the uninhabited, harsh jungle world of Shemjaza in the system they called “Elohim”. Working in secret on the doorstep of core Bretonian space, the Children had built up defenses, established patrols, and quietly grew in number. Once defensive and military assets were ready, they blitzed across Elohim, quickly installing their newly-built defensive emplacement hardware. Once the emplacements were active around the Bretonian-established gates in and out of the system, Elohim was essentially locked down and impassable for anything less than a fully-equipped House military battlegroup. Patrols hunted down anything that somehow slipped past the defenses. Unwilling to engage an unknown threat in the middle of reconstruction after the wars between Rheinland and the Nomads, Bretonia largely ignored the Children’s expansion, classifying them as little more than a minor terrorist organization unworthy of anything greater than increased patrols around the gate that linked them. “If they want a worthless system, they can have it!” They considered Elohim and its other jumpgate-linked systems as little more than a dangerous scenic route to Liberty space.

As time passed, the Children of the Apocalypse expanded in size and number. They continued to develop their new home in relative peace, using unmarked freighters registered to independent traders and backwater routes to ferry supplies in and out. As time passed, their system capitalized on trade lane technology, allowing ships to quickly traverse the large distances between the gates and Shemjaza. Seeing the need for larger craft to begin expansion outside of Elohim, they constructed a new dry dock to manufacture everything they would need to survive and operate in deep space.

When the time came, the Children had assembled battle fleets capable of expanding their influence. As they cut a path of destruction across the stars, tactically fighting back against their previous oppressors, they proved that the Children of the Apocalypse were no small band of pirates and terrorists as Bretonia had believed – and the other Houses had ignored. In the name of the Brotherhood and the Sisterhood of the Apocalypse, they moved forward, destroying ill-prepared House forces and pushing them back system by system. As the Houses began to fight back in greater force, sacrificing their assets to do as much damage as possible to the Children’s advancing fleets, the Children’s forces were pressed to fall back before sustaining unacceptable losses.

The fighting continued less frequently as both sides began to reach a stalemate. House Liberty’s forces did not travel through the gate out of the Alaska system that the Children used to get in. Likewise, the Children seldom used their connected gates into House space for anything greater than piracy on military convoys, having taken a substantial amount of territory and being wary of stretching themselves too thin.

Seeing themselves as liberators, the Brotherhood and Sisterhood had continued to send smaller, more well-trained and well-equipped groups of ships forward to preach the Children’s basic tenants of fellowship, hope, honor, and prosperity for all those that seek to join its ranks — and to eliminate all who sought their destruction and defeat.

As decades passed on, tensions had reached a critical point and the Houses were at each others’ throats over everything from military assistance to failed trade negotiations and economic destabilization. The universal Credit currency had reached an almost worthless value through careless overspending and fiscal irresponsibility. Each House decided to take what the other Houses had to keep themselves afloat, plunging Serius into a state of total war. The Children had suffered a terrible civil war of their own during an extended power vacuum, following the sudden disappearance of their most recently appointed leader. They were still undergoing various phases of reconstruction to rebuild what they’d lost and were searching for a new home. Two sides had formed over a key philosophical difference and had inadvertently reduced their once proud and beautiful Elohim to a cratered, radioactive ruin.

As the fighting raged on, each House became more and more desperate to take possession over what little was left unscathed by their fighting. Each adopted a “scorched earth” policy in a bid to quickly kill each of their opponents and nuked every station and planet they came across that didn’t belong to them. The Children, seeing little hope for the future in the irradiated, barren hell that’d been created, assembled their primary fleet and used experimental jump technology to leave Serius forever. When they exited subspace, they found that their jump devices had landed them back in the Sol System by mistake. With their fleet situated around Pluto, they recalibrated their drives with new jump data. As they were preparing to jump again to another destination, they ran long-range scans of the system and found that it hadn’t been utterly annihilated through the constant war between the Coalition and Alliance as had previously been believed and recorded.

Caring little about who the victor of the centuries-old civil war was, they decided to call Sol home, integrating with a new society that seemed to welcome them with open arms — completely unaware of who and what the Brotherhood and Sisterhood of the Apocalypse were.

Manifesto

Introduction

The Children of the Apocalypse are a tight-knit, experienced, and dedicated group concerned with the liberation and protection of those who cannot protect themselves. Our main targets are government entities who suppress their population, corporations that support them, and pirate factions who seek to destroy others simply for personal gain. Citizens who neither support government entities or pirate factions nor fight against our organization have little to fear.

General Enemies

The Children of the Apocalypse are hostile towards government entities and pirates alike. Direct threats to humanity, like the Vanduul, take precedence in target priority. Independent freelancers and mercenaries should have little to fear, though it would benefit them to be cautious.

Impending Threat Priority

Should a threat to humanity be identified, the Brotherhood and Sisterhood are open to joining forces with their enemies to fight and destroy it. During such a time, fighting between our organization and our usual enemies will cease and we will function together to combat the threat. After the threat has been eliminated, fighting may be continued. Should a neutral entity find themselves under attack by an immediate threat like the Vanduul, they may find the Brotherhood or Sisterhood coming to their aid.

Allies and Neutrality

Unless perceived to be a threat to the Children’s mission of liberation and freedom, directly or indirectly, citizens are to be considered neutral entities in the eyes of our organization. All those who display through action that they would support us and wish to join us in our campaign will be considered allies until such a time that our missions are no longer congruous. Should an ally be found to support our enemies as well, they may be perceived as a threat, depending on the specifications and details of the support, and may lose our support unless immediate action is taken to rectify the situation.

Honor-Bound

To preserve our integrity, members of the Brotherhood and Sisterhood are held to honorable standards. For example, there is no honor in attacking a defenseless target. Therefore, if it is owned by a company supporting one of our enemies or is owned directly by one of our enemies, we would rather call for its surrender and release of cargo and weapons or money than destroy it outright.

Brotherhood and Sisterhood members are also held to their word. If we say we will do something, we are required to follow through unless we’ve been deceived. Lying is considered tantamount to betrayal. Should all else fail, what would we have to fall back on if not our word?

Charter

Basic Structure

The Children of the Apocalypse are divided into two groups, by gender, that work as one unit: the Brotherhood and the Sisterhood. They are functionally identical and have the same roles and responsibilities, though members of the Sisterhood tend to see fewer active combat roles simply due to fewer requests by their members than those of the Brotherhood. Both groups provide vital logistical, tactical, and administrative support to the organization as a whole. Fighting is not mandatory, though members that opt out of active combat support are expected to provide logistical and tactical support to the organization.

Governance and Leadership

The Quorum is the council and governing body of the Children of the Apocalypse and is headed by the leader known as the Archon. The Quorum serves to provide feedback and advice to the Archon on the best courses of action in everything from diplomacy to conflict. Members of the Quorum are “Operators”, which are considered to be an elite unit within the organization and their activities are often synonymous with those of special agents. They lead the charge in combat, taking command of squads for skirmishes and special operations, though often times they work alone, relying only on their wit, skills, and will to survive. They are only outranked by the Archon and are considered to be the most trustworthy and greatest upholders of the tenants of the Children of the Apocalypse: honor, hope, fellowship, and prosperity for all those that serve. If the Archon is unavailable when a decision must be made on an important subject, a vote is taken from all available members of the Quorum and the action proposed by the majority will pass as the official action the Brotherhood and Sisterhood will take on the subject. Additionally, they are to always take into account the thoughts and opinions of those they command to ensure that the best possible measures are taken.

The Archon is considered to be the leader of the Children of the Apocalypse. He makes the final decisions, leads combat, and oversees the functional, successful goings-on within the organization. He is to be fearless and observant, never foolhardy, nor quick to make important decisions. He is to operate selflessly, holding the lives and wellbeing of those within the Brotherhood and Sisterhood above all else.

Word Bearers are those who evangelize and preach the message of the Brotherhood and Sisterhood, ensuring that all understand the freedom that we present to them in exchange for service, and entice the masses to join us in our glorious campaign in the liberation of others who are impeded and oppressed beneath pirate and government rule, just as our forefathers did.

Inductors handle the applications and invitations to and from those interested or willing to join us in our conquest. Like the others in special positions, Inductors doubly serve as Operators.

Additional Ranks

Operators, as mentioned previously, are synonymous with special agents. Often working alone, Operators are trusted, highly-experienced veterans of the Brotherhood and Sisterhood. When a member of the Quorum or the Archon is unavailable in a particular combat situation, the Operator can take charge or allow the group to fight under their standard form of command.

Commandants are lower in rank than Operators and tend to focus more on squad command and operations than solo operation. As with all higher ranks, they may take command over squads in the event that nobody of higher rank is available. Commandants may command multiple squads at one time.

Sergeants are the lowest command rank. They may command one squad (4-5 ships at a time) and are overridden by members with all previously-mentioned ranks. Sergeants typically focus solely on squad operations.

Veterans are pilots who’ve proven that they’ve gained or already possess enough experience to participate in more complex operations. As a result, they’re called upon more often for feedback, receive greater support, and have more say in the operations of our organization.

Disciples are those who have passed their initiation, whether that initiation be proving that you know how to trade and support us financially and logistically, or tactically and showing that you’re ready for induction into the Brotherhood or Sisterhood combat roles. Disciples do not have command over other members of the Brotherhood or Sisterhood, though they’re encouraged to work together to achieve common objectives and to learn the basics of teamwork.

Initiates are those who have been accepted into the Children of the Apocalypse, but haven’t yet shown that they’re ready for full membership. They do not have command over any members of the other ranks. This rank is more or less short-lived, depending on how quickly you prove that you’re ready to begin service.

Rules and Regulations

Regulation 1: Respect your Brothers and Sisters. Treat them as you would treat yourself.

Regulation 2: Though your enemies will try to kill you, you will respect them for engaging a member of the Children of the Apocalypse and welcome the challenge.

Regulation 3: Desertion is by no means allowed and anyone caught leaving their Brothers and Sisters to die will receive punishment at the discretion of their superiors. However, there is a difference between falling back and complete desertion. If you are severely damaged or would do more harm than good in a fight, there’s no shame in retreating to live and fight another day.

Regulation 4: Firing on targets unrelated to the current mission objective or target is frowned upon, though understandable if it may determine the mission’s outcome as being favorable for us. Refrain from attacking ships strictly owned by civilians if possible.

Regulation 5: Participation in combat is not required by members of the organization. All members may go about their own business as they see fit, though their assistance may be requested in times of need.

Rule 1: Any information you receive about the plans or actions of the Brotherhood is not to be shared or traded publicly or privately without authorization from the Quorum or Archon. Doing so without authorization may lead to expulsion, depending on the severity of the damage done by the dissemination.

Rule 2: Equipment and assets owned by the Children of the Apocalypse are not to be traded to non-members without consent of the Quorum or Archon. Doing so without authorization may lead to expulsion, depending on the severity of the damage done by the dissemination.

Rule 3: Do not fire at Brotherhood or Sisterhood ships without their owner’s consent. Doing so will result in punishment determined by your superior.