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Roberts Space Industries ®

Roberts Transport Industries / SPACEFARER

  • Corporation
  • Casual
  • Transport
    Transport
  • Exploration
    Exploration

“Space… the Final Frontier. These are the voyages of our starships.

Our ongoing mission: to haul it all, BIG or small to strange new worlds, to seek

out new contracts and new civilizations, to boldly go where no one has gone before.”

RTI DISCORD



History

The HISTORY Section Below Describes in a 'Role Playing' fashion how Roberts Transport Industries Organization came to being. Please remember, we are under continuous DEVELOPMENT and will be UPDATED often...
HISTORY SECTION UPDATED as of: July 05, 2950 (2020) 11:57 SET

YEAR 2882 (1952) Spider in the Cathcart System

Leif O’Malley’s son was born 2882… Bartholomew Roberts, not his real name because anyone using their real name around Spider is either a fool or looking to become a victim in the Cathcart System. Not too far from the center of Spider there is old abandoned derelict carrier and over the entrance to the hangar deck is a sign that reads: ‘The HOOCH’.

Now Leif was no fool and he wanted his son to have a better life than he did so now was the right time to call in a favor long overdue, not from a friend, but a high-level Advocacy Agent with contacts in Banu Protectorate. Soon after… two Banu Merchantman starships and a much larger Banu warship arrived at Spider. Two days later the Banu starships and a small flotilla of other ships departed leaving Leif O’Malley no home, no credits, no future and no son…

YEAR 2883 (1953) In an Unknown System

The Banu are meticulous at trading and planning and the three Banu starships arrived at the asteroid belt right on schedule. Two Merchantman and one mining starship. They chose a large sized asteroid and started to work. In one month they built a small landing pad, an access tunnel and excavated a cavern. The two Merchantman ships then off loaded the equipment and supplies they had on board. They also placed the small flotilla of ships into the asteroid cavern. They then sealed the tunnel entrance and airlock door beside the small landing pad, but before they left the Banu Captain hung a sign on the airlock door that read: ‘The HOOCH’.

YEAR 2932 (2002) In an Unknown System

Fast forward to 2932 ‘The HOOCH’. Now no one seems to know the exact location to the Hooch because the only way to get there is by voluntarily removing your weapons and agree to be placed in stasis for the trip there and back. Quite odd but ‘The HOOCH’ has a well-founded reputation of having the best starshine this side of the known galaxy.

The proprietor Bartholomew Roberts did not know who his real father was, but he certainly knew of his Banu heritage, not by blood, but by an arrangement of an unknown benefactor who made sure that Bartholomew knew the human language and culture as well as the Banu ones as he was sent from Human to Banu to Human Systems until 01Apr2907 the day he and a mobi-disk were deposited here on this asteroid 25 years ago.

The mobi-disk read: “Everything that has happened in your life is because of me and now everything that you see is yours.” signed Leif ‘the Cousin’.

YEAR 2942 (2012) In an Unknown System

Just another day or night at ‘The HOOCH’ it’s hard to tell sometimes when your in a cavern on an asteroid spinning through space. Who knew that the popular drink with the same name as the bar ‘HOOCH’ would make Bartholomew quite rich with credits, but he was still living in a rock! “What to do, what to do?” he muttered to himself. Absent mindedly thinking to himself: “I could just close up shop and live easy the rest of my life, after all reaching the age of 60 is quite an accomplishment.” For some reason the constant pull to adventure in the dark black had never left him. Throughout his whole life whenever the wanderlust came over him he blamed the father he never met.

Waking up from stasis always felt strange as the passengers looked out from the transport at the uncharted, unassuming, nondescript asteroid “LOOK there’s a small landing pad” said the only female aboard. Opening the airlock they found themselves in an anteroom being scanned for weapons and sanitized for any unapproved altered genetic cells. Going deeper within the asteroid the passage way opened up into a huge ziggurat cavern and they saw nondescript shadows of starships of varying sizes dotting the nooks and crannies of the asteroid cavern. Finally, at their destination a sign above the entrance door to the habitat module read: ‘The HOOCH’.

Standing behind the bar Bartholomew was watching people and the occasional alien come and go. Three men and a babe caught his eye when they walked in, not so much what they were wearing, but there was a certain air and Captaincy swagger about them as seasoned spacers. Bartholomew gestured for them to come to the bar and said: “Welcome to The HOOCH. Who might you be and where ya commin from?”

The tallest person in the group spoke first: “My name’s Henry… Henry Morgan the finest Captain to ever set foot in space and the lass here is me wife, Christina.” The next person was shorter in stature, but no less impressive wearing a hat twice the size of his head: “Thatch be my name, but my friends here call me Edward. You on the other hand can just call me Captain.” The third in the foursome seemed a bit standoffish. Wearing a black cloak as dark as the deep black and from the shadow of the others he said “I’m Strahd, just Strahd.” Lastly the woman spoke up: “I’m the one and only Christina Anna Skyette who can pilot an Aurora better than any man or alien alive. We’re all from the deep black and that’s all you need to know stranger.”

Bartholomew was intrigued by these new guests and they continued to talk all through the night and into the next day. Bartholomew ask them to stay in the guest habitat module as the transport was readying to leave. They accepted the offer. This was something Bartholomew rarely ever did for people coming to ‘the HOOCH’ but these people were different, yet familiar he just couldn’t quite put his finger on the connection. That got him to thinking, slowly the wheels were placed in motion that night as the hours turned into days and the days turned into months.

YEAR 2944 (2014) Roberts Transport Industries Corporate Office

Fujin City on the planet Saisei in the Centauri System.

In the CEO’s office they stood. All five in a circle with a glass of HOOCH. Bartholomew spoke up first: “To ‘Roberts Transport Industries’ Space… the Final Frontier. These are the voyages of our starships. Our ongoing mission: to haul it all, BIG or small to strange new worlds, to seek out new contracts and new civilizations, to boldly go where no one has gone before. Mining, Salvage, VIP Services and more…, shall be my Motto.” A ‘clink’, ‘clink’, ‘clink’ went all the glasses.

Henry Morgan spoke next: “Time to put our past behind us and look forward to the future.” A ‘clink’, ‘clink’, ‘clink’ went all the glasses.

Edward and Christina looked at each other, then everyone laughed. A ‘clink’, ‘clink’, ‘clink’ went all the glasses.

Strahd said in a low tone: “I hope your planning to hire some more pilots because you’re not going to be running me all over the Galaxy!”’ A ‘clink’, ‘clink’, ‘clink’ went all the glasses.

2944-01-23 03:09:50 (January 23, 2014 03:09:50) // Captain Bartholomew Roberts founded the organization

The Present
??Will YOU be the next Captain or Crew Member to join Roberts Transport Industries?

The Section Below Describes additional information about this Website, sub-pages and a reminder that until the Star Citizen retail release, we are under continuous DEVLOPMENT and will be UPDATED often...

ORGANIZATION FOUNDED : January 23, 2944 (2014) 03:09 SET
VIDEO SECTION UPDATED as of: June 02, 2950 (2020) 08:19 SET

Additional Information:
… meanwhile enjoy the SPACE video below.

VIDEO Topic: Star Citizen

NOTE: Please come back to see what NEW videos we will have available for viewing.

Manifesto

The MANIFESTO Section Below Describes Roberts Transport Industries objectives, policies, rules, punishment, RTI Org Roles and Ranks, cryonic suspension and brain-food which is designed to be read in the order presented, to provide *YOU* decisional making information in a logical sequence. If you cannot or will not abide by this Manifesto then this Corporation might not be for you. *CRYONIC SUSPENSION & BRAIN-FOOD* is not a part of any requirement. It's here for your pure entertainment. The only REQUIREMENT we ask is if you decide to leave RTI for whatever reason is to let us know why BEFORE you leave.Please remember, we are under continuous DEVELOPMENT and will be UPDATED often...
MANIFESTO SECTION UPDATED as of: July 05, 2950 (2020) 19:11 SET

OBJECTIVES Who We Are:

We are Roberts Transport Industries and we try to have a friendly and family atmosphere where everyone, age 13 and above is welcome to enjoy their Star Citizen experience and have fun. While we cater to age 13 and above, the majority are older and have more maturation. Players who have time restraints, single, family, spouses, full time jobs. Players who know what it’s like to have bills and mortgages to pay. We know real life commitments are a priority with older more mature gamers, and thus we’ll never restrict you with unrealistic requirements, just to get a few hours of gaming in with your friends.

Who We Are Looking For:

People who will become dedicated long term members and friends. NOTE: Should you come to love our Organization and never want to leave. After your final demise in Space we offer two cryonic suspension options:
  1. Whole body: 200,000,000 UEC
  2. Brain only: 60,000,000 UEC
    Ask about our Layaway Plan. More information about cryonic suspension can be found down below.

What We Offer:

  • No role-play.
  • Lite role-play.
  • Heavy role-play.
  • Balanced PvP and PvE.
  • Mature, respectful and polite membership. Recommended 13 years old and up.

Services We Offer to our Customers:

Here at RTI we can haul your cargo from little as 1 standard cargo units (SCU) all the way up to 20,736 SCU in a single ship configuration to keep your cost low as possible.

  1. We haul it all, BIG or small.
  2. We charge our customers based upon the following four factors at the time of booking services.
  3. 1: We charge our customers by the number of standard cargo units (SCU) not by weight.
  4. 2: We charge our customers by the ‘Risk Zone’ factor of where we will be traveling.
  5. 3: We charge our customers by the number of Jumps, from Starting to Destination Point.
  6. 4: We charge our customers by the number of ships required to safely transport your stuff.
  7. ALL cargo is automatically insured (if possible) by our Corporation.
  8. We take care of all tariffs, landing, take off fees and other taxes.
  9. All our pilots and crew are prior UEE military trained.
  10. We DO NOT normally deliver to no-fly Zones.
Risk Zone: Is defined as:
  1. HighSec Zones is based on Threat Level on our ARK Map.
  2. LowSec Zones is based on Threat Level on our ARK Map.
  3. NullSec Zones is based on Threat Level on our ARK Map.
  4. No-Fly Zones is based upon individual RTI Pilots discretion. A good example would be Vanduul controlled space.
Regular Cargo: Is defined as:
  1. A bulk goods run.
  2. A standard fuel run.
  3. A standard supply run.
  4. A standard liquid foodstuffs run.
  5. A transport of active fuel from refinery stations to the primary market.
  6. A collection of space borne fuel from gas giants and extrasolar sources.
    1,000 UEC per ship, per Jump Point in HighSec Zones.
    2,500 UEC per ship, per Jump Point in LowSec Zones.
    5,000 UEC per ship, per Jump Point in NullSec Zones.
Time Sensitive Cargo: Is defined as:
  1. A live animal run.
  2. A humanitarian run.
  3. A land claim run.
    2,500 UEC per ship, per Jump Point in HighSec Zones.
    5,000 UEC per ship, per Jump Point in LowSec Zones.
    10,000 UEC per ship, per Jump Point in NullSec Zones.
Special Cargo: Is defined as:
  1. A HOOCH run.
  2. A munitions run.
    5,000 UEC per ship, per Jump Point in HighSec Zones.
    10,000 UEC per ship, per Jump Point in LowSec Zones.
    15,000 UEC per ship, per Jump Point in NullSec Zones.
No Questions Asked Cargo: Is defined as:
  1. If you have to ask then it isn’t a No Questions Asked run.
    10,000 UEC per ship, per Jump Point in HighSec Zones.
    20,000 UEC per ship, per Jump Point in LowSec Zones.
    30,000 UEC per ship, per Jump Point in NullSec Zones.
Regular Customer Transport: Is defined as:
  1. A typical customer run.
    1,000 UEC per ship, per Jump Point in HighSec Zones.
    2,500 UEC per ship, per Jump Point in LowSec Zones.
    5,000 UEC per ship, per Jump Point in NullSec Zones.
Preferred Customer Transport: Is defined as:
  1. A established recurring individual run.
    2,500 UEC per ship, per Jump Point in HighSec Zones.
    5,000 UEC per ship, per Jump Point in LowSec Zones.
    NullSec Zone transportation is not available.
VIP Customer Transport: Is defined as:
  1. A high value customer run.
  2. A dignitary run.
  3. A ambassador run.
    5,000 UEC per ship, per Jump Point in HighSec Zones.
    10,000 UEC per ship, per Jump Point in LowSec Zones.
    20,000 UEC per ship, per Jump Point in NullSec Zones.
Über Customer Transport: Is defined as:
  1. A planetary UEE Representative run.
    10,000 UEC per ship, per Jump Point in HighSec Zones.
    20,000 UEC per ship, per Jump Point in LowSec Zones.
    40,000 UEC per ship, per Jump Point in NullSec Zones.

HOOCH Customer Transport: Is defined as:
>>> Undisclosed <<<

NOTE: All prices are subject to change at any time for any reason.
  • For ALL HighSec Zones, no escort ships are required.
  • For ALL LowSec Zones, a minimum of two (2) escort ships is required.
  • For ALL NullSec Zones, a minimum of three (3) escort ships is required.
  • The number of escort ships required may be increased based upon the intel and Threat level of the Star system(s) in which the expected path of our ships will be travelling.
    • An exception to the escort ship requirement can be made based on a case by case basis.

Additional Services We Offer:

While our MAIN service is the movement of cargo we also specialize in other services and areas of interest:

  1. Mining service.
  2. Bounty service.
  3. Salvage service.
  4. Alien trade service.
  5. Ship security escort service.
  6. Discreet info courier service.
  7. Limited Military incursion combat service.
  8. Exploration into uncharted space service.
  9. Preferred customer transport service via selectable spacecraft.
  10. VIP customer transport service via selectable or high quality luxury spacecraft.
  11. Über customer transport service via dedicated luxury spacecraft from point A to point B and beyond.
  12. HOOCH customer transport service.

As a valued customer of RTI we offer these services on a first come first served basis unless you are a member of our Preferred, VIP or Über level, which entitles you to Priority, Scheduled or Reserved service placement respectively.

NOTE: HOOCH transport service is a one on one special scheduled service between you and the Company CEO. Make inquiries directly to Bartholomew Roberts.

Exclusive Corporation Membership Benefits SHIP RENTAL
  1. One of the best benefits as a valued member of RTI is that each member in good standing can rent a starship owned by the RTI Organization at a reasonable cost. Once you make your payment, RTI hands you the keys to a starship and off you go into the deep black. Details will be posted in the members area of the RTI Org DISCORD Server.

NOTE: Go to the CHARTER Section, towards the bottom of the page and see “ORGANIZATION (Org) and MEMBER (Mbr) SHIPS

What We Are NOT:

Hardcore.

What will be considered treason and is cause for immediate expulsion and termination from our Corporation. Your right to petition the Corporation for redress of grievances or reinstatement will not be available:

  • Griefing others.
  • Stealing ANY Corporation assets.
  • An Infiltrator with espionage aspirations.
  • Intentional destruction of Corporate assets.
  • Racism, sexism or discrimination of any kind.
  • Cheating and taking advantage of any exploits.
  • Provide any aid or intel to enemies.

Total Number of Corporation Members Authorized: / Current standing is at: 10 Members

Soft Cap: 25 people
Hard Cap: 50 people
NOTE: The ‘Hard Cap’ number of Members will not be raised at any point in the future, unless our Org obtains starships with greater crew capacity than 50 people.

OFFICIAL POLICIES:

  • Language Policy: Any.
  • Nationality Policy: Any.
  • Time Zone Policy: Any.
  • Play Time Policy: Eastern, Central, Mountain, Pacific and Hawaiian time zones will have preference and other time zones we will work around.
  • PvE or PvP Policy: Until more information is known about the Persistent Universe gameplay a balanced PvP & PvE approach is desirable for all members.
  • Role-Play Policy: NO role-playing is required but in the spirit of Star Citizen immersion there is no restriction should you want to role-play individually or among like minded individuals but keep in mind that we are a small tight-knit Corporation.
  • VoIP Policy: Everyone will be required to connect to our RTI DISCORD at any time when you are connected to the Star Citizen Persistent Universe Server or Squadron 42. All potential members and members alike are required to use their Community Moniker as their Nickname in RTI DISCORD at all times. There is no requirement to speak but for multi-play there is a need to listen for enemy callouts, directions, instructions etc. If you are wanting to play alone, there will be a RTI DISCORD channel for single player play.
  • Multi-Organization Policy: While there is no restriction to being a member of any other organization. Roberts Transport Industries does require that ANY other organization that you may belong to, is NOT listed as REDACTED or Hidden. You will be removed from our Org if we find out.
  • Pilot and Crew Policy: When you are at the helm of a starship you own or have rented, YOU are the Captain. While aboard another person’s ship you are a Crew Member.
  • Piracy/Smuggling/Slaving ‘Grey Area’ Policy: The stance of Roberts Transport Industries is that while our Members can play different role types, all activities will be acceptable as-long-as those activities do not bring any DISCREDIT to Roberts Transport Industries.

RULES Roberts Transport Industries Website, Sub Pages, Forum, Shout Box & Discord Rules:

  1. It will be considered a dishonorable act shooting any medical related person(s), vehicle(s) or starship(s) at ANYTIME, unless any medical related person(s), vehicle(s) or starship(s) makes a deliberate act of hostile aggression. Wide berth WARNING shots are encouraged against aggressive medical related person(s), vehicle(s) or starship(s) BEFORE returning fire and all return fire will be to (disable only).

This Section will be further updated as RSI rolls out updates to Organizations.

ROLES Founder / Chief Executive Officer (CEO)

The Chief Executive Officer (CEO) is the highest ranking executive manager in our corporation. The CEO has responsibility for the overall success of our entire corporation. The CEO has the ultimate authority to make final decisions for our corporation.

The CEO has overall responsibility for creating, planning, implementing, and integrating the strategic direction of our corporation. This includes responsibility for all components and departments of our corporation. The CEO makes certain that our corporation’s leadership maintains constant awareness of both the external and internal competitive landscape, opportunities for expansion, customers, markets, new industry developments and standards, and so forth.

Officer / Resource Officer

The Resource Officer originates and leads Human Resources practices and objectives that will provide an employee-oriented; high performance culture that emphasizes empowerment, quality, productivity, and standards; goal attainment, and the recruitment and ongoing development of a superior workforce. The Resource Officer is responsible for the development of processes and metrics that support the achievement of the corporation’s business goals.

The Resource Officer coordinates the implementation of people-related services, policies, and programs through the Recruiting and Marketing Officers; reports to the CEO; and assists and advises other Officers about Member, Rank and Role issues.

  • Primary Objectives of the Resource Officer:
    • Development of a superior workforce;
    • Development of an employee-oriented company culture that emphasizes quality, continuous improvement, key employee retention and development, and high performance;
    • corporation development;
    • Employee onboarding, development, needs assessment, and training;
    • Policy development and documentation;
    • Employee relations;
    • Compensation and benefits administration;
    • Charitable giving; and
    • Employee services and counseling.

Recruitment / Recruiting Officer

The Recruiting Officer is responsible for delivering all facets of recruiting success throughout the corporation. This will be achieved through the development of recruiting plans, employing traditional sourcing strategies and resources as well as developing new, creative recruiting ideas. The Recruiting Manager will play a critical role in ensuring we are hiring the best possible talent.

  • Primary Objectives of the Recruiting Officer:
    • Develop and execute recruiting plans.
    • Network through industry contacts, association memberships, trade groups and employees.
    • Coordinate and implement Squadron 42 recruiting initiatives.
    • Administrative duties and recordkeeping.
  • Develop and Execute Recruiting Plans
    • Create job descriptions.
    • Lead the creation of a recruiting and interviewing plan for each open position.
    • Efficiently and effectively fill open positions.
    • Conduct regular follow-up with the Resource Officer to determine the effectiveness of recruiting plans and implementation.
    • Develop a pool of qualified candidates in advance of need.
    • Research and recommend new sources for active and passive candidate recruiting.
    • Build networks to find qualified passive candidates.
    • Post openings in forum advertisements, with professional corporations, and in other position appropriate venues.
    • Utilize the Mobinet for recruitment.
      • Post positions to appropriate Mobinet sources.
      • Improve the corporation website page to assist in recruiting.
      • Research new ways of using the Mobinet for recruitment.
      • Use social and professional networking sites to identify and source candidates.
  • Network Through Industry Contacts, Association Memberships, Trade Groups and Employees
    • Locate and document where to find ideal candidates.
    • Aid public relations in establishing a recognizable “employer of choice” reputation for the corporation, both internally and externally.
    • Communicate with Officers and employees regularly to establish rapport, gauge morale, and source new candidate leads.
    • Create contacts within industry.
    • Maintain regular contact with possible future candidates.
  • Administrative Duties and Record Keeping
    • Review applicants to evaluate if they meet the position requirements.
    • Conduct pre screening interviews.
    • Perform reference and background checks for potential employees.
    • Write and forward rejection letters.
    • Interview prospective employees through e-mail or corporations TeamSpeak venue.

Marketing / Marketing Officer

The Marketing Officer is responsible for the overall management of the marketing for the corporation. The successful Marketing Officer needs to possess a high level of qualifications.

  • Primary Objectives of the Marketing Officer:
    • Strong effective communicator.
    • Ability to coordinate the efforts of a team of diverse creative employees.
    • Expert in Internet and social media.
    • Effective in holding conversations with customers, customer evangelism, and customer-focused product development and outreach.
    • Ability to see the big picture and provide useful advice and input across the corporation.
    • Ability to lead in an environment of constant change.
    • Familiarity and skill with the tools of the trade in marketing including PR, written communication, website development, market research, product packaging, and creative services.
    • Manage external PR and communication consulting firms and contractors.
    • Experience in the galactic marketplace is a plus.
  • The Marketing Officer must be able to perform effectively in each of these areas:
    • Researching and evaluating new product opportunities, demand for potential products, and customer needs and insights.
    • Overall marketing strategy and execution of plans for existing products.
    • Find new product developments to exploit for corporational new product development.
    • Managing launch campaigns for new products.
    • Managing distribution channels for products.
    • Ensuring effective, branded marketing communications including the corporational website, print communication, and advertising.
    • Managing media, marketing and all Public Relations.
    • Analysis of the effectiveness of all marketing efforts.

RTI and DISCORD Ranks start AFTER the retail release of Star Citizen or Squadron 42 whichever comes first Rank 5 ***** / Fleet Captain awarded after 5 years in the RTI Org & Discord Server

A Fleet Captain combines much of the hands-on approach of a Captain with a greater level of command and responsibility.

This is the rank of Fleet Captain, and as with the more senior rank of Rear Admiral and above, a career officer would expect to work his or her way through the ranks up to this level. Unlike Admiralty, who would usually be stationed well away from the front lines, a Fleet Captain is likely to experience much of the excitement and danger associated with a career in the UEE or civilian service.

The majority of Fleet Captains come to this rank with a broad wealth of experience. Many have commanded a starship at one time, and some, such as Fleet Captain Bartholomew Roberts, continue to do so after their promotion.

The UEE and our corporation realizes that in order for it to function effectively, it needs to have senior officers who understand the nature of the problems faced daily by their fleet and personnel, and who may even be able to anticipate problems before they occur.

However, due to the huge commitment expected from the service, it is inevitable that they often find themselves generating orders that they know are dangerous and may lead to loss of life. Controlling their own personal feelings, and putting the good of our corporation first is a common trait among Fleet Captains, although they fully realize that there is much more to earning the respect of their commands than simply barking out orders. It is the measure of the caliber of officers who reach this level that they can override their emotions and carry out their duties, no matter how unpleasant they may personally find them.

Due to their years of command experience, all Fleet Captains are well versed in our corporate regulations, but their elevated role often means that they have to take on areas of responsibility that they may not have previously experienced. Generally, the duties carried out at this rank can be split into three distinct categories: working from the Corporate Command Center (CCC), commanding a starship, or taking charge of special projects. Our Corporation tries to fit the experience of the officer with the role and, for the most part, succeeds.

Fleet Captains are involved in the assimilation of information from all parts of the Galaxy, taking data from the various locations and acting on any possible threat. Much of this work is routine, but if something potentially threatening occurs, Fleet Captains have the power to act fast.

Fleet Captains are well schooled in thinking tactically, and although they may have to order one or more ships and crew into a potentially disastrous situation, they know such decisions come with the job. But even though they may have a geographical detachment from the action, they still know from their own experience what it will feel like at the sharp end, and this helps to gain them the respect of the officers who are faced with carrying out these orders.

It is perfectly feasible for a Fleet Captain to maintain command of a starship. The duties remain the same as that of a Captain, but the Fleet Captain can pull rank over the Captain of another vessel should he feel it necessary to take over command of that ship.

Whatever the assignment, the role of Fleet Captain carries a huge responsibility. Fleet Captains are called on to make life or death decisions, and to risk their own lives and those of friends and fellow officers. It takes a special kind of person to carry out this task: knowledgeable, tough, fast acting, yet thoughtful and understanding, someone who has proved themselves time and time again.

Rank 4 **** / Captain awarded after 4 years in the RTI Org & Discord Server
Rank 3 *** / First Officer awarded after 3 years in the RTI Org & Discord Server
Rank 2 ** / Flight Engineer awarded after 2 years in the RTI Org & Discord Server

NOTE: Rank 4, 3, 2, can pilot a starship to varying degrees based upon the performance and experience level.

Captains have one of the most demanding and exciting roles in the whole of our Corporation. Their primary responsibility is to ensure the safety of their ship and crew, but the position also requires the frequent use of sophisticated diplomatic, strategic, and interpersonal skills. When a raw recruit enters Squadron 42 for the first time, they may have ambitions to command their own starship. Few, however, will succeed. The rigors of training, theory, and study are only the start of the long journey to captaincy; years of serving in the ranks, from 2nd Lieutenant through to Captain, are required of those who would direct and protect the lives of hundreds. UEE Captains tend, therefore, to be exceptional people, able to balance the varied roles they must carry out every day of their careers.

The rank of Captain has not altered since the UEE was set up, but the chain of command surrounding the post has undergone changes. Currently the rank structure is: 2nd Lieutenant, Lieutenant, Lt. Commander, Commander, Captain, Rear Admiral, Vice Admiral, and Admiral. the rank of Fleet Captain is no longer recognized in the promotional phase after the rank of Captain.

As a Captain of our Corporation they are charged with three main responsibilities.

Firstly, and most important of these is the effective and safe operation of their ship and crew. A Captain’s actions and personality must inspire loyalty in the crew under his command; staff can become disaffected and mutinous when they lose respect for their leader’s decisions.

Secondly, Captains are expected to be inventive and spontaneous military style tacticians, able to appreciate and act on any threat to the ship, or our Corporation.

Thirdly, Captains are often called upon to perform diplomatic duties; they are expected to represent the Corporation’s interests, and make decisions on its behalf. As such, the Captain must be apprised of many things including our Corporate law, and customs of other species and societies. This requires an appreciation of diverse alien cultures traditions. Situations with new or difficult life forms may be problematic, but the Captain must always uphold our Corporation’s Directives. Some Captains have experiences in which they must not only preserve the status quo, but also repair the damage, accidental or otherwise, done to a species or outside interference. Obeying our Corporate Directives can sometimes directly conflict with the Captain’s other duties, putting them under tremendous pressure.

Emotional and intellectual pressures are part and parcel of the Captain’s job. At the most basic level, Captains have at heart the wellbeing and lives of the crew and ship, and the strain that accompanies this responsibility can sometimes become too much. The loss of a crew, command, or family has prompted some Captains to commit acts outside the best interests of the Corporation.

If a Captain becomes physically unfit for duty, a consensus of other crew members aboard the same non-Capital sized starship can have the Captain relieved of duty. Life-threatening injuries, signs of extreme stress or unusual or worrying behavior, can also lead to the Captain being forced to temporarily stand down, though such a request must come from the following as listed below:
NOTE: Not a combination but the exact or greater number of crew members.
If 1 other person of Rank 5 ***** / Fleet Captain or
If 2 other people of Rank 4 **** / Captain or
If 4 other people of Rank 3 *** / First Officer or
If 6 other people the Rank 2 ** / Flight Engineer or
If 8 other people of the Rank 1 * / Crew Member
aboard the same non-Capital sized starship petitions the Captain to stand relieved of command the next officer in charge will stand-in until the ship reaches the nearest space station.

If a Captain becomes physically unfit for duty, a consensus of other crew members aboard the same Capital sized starship can have the Captain relieved of duty. Life-threatening injuries, signs of extreme stress or unusual or worrying behavior, can also lead to the Captain being forced to temporarily stand down, though such a request must come from the following as listed below:
NOTE: Not a combination but the exact or greater number of crew members.
If 5 other people of Rank 5 ***** / Fleet Captain or
If 7 other people of Rank 4 **** / Captain or
If 9 other people of Rank 3 *** / First Officer or
If 24 other people the Rank 2 ** / Flight Engineer or
If 27 other people of the Rank 1 * / Crew Member
aboard the same Capital sized starship petitions the Captain to stand relieved of command the next officer in charge will stand-in until the ship reaches the nearest space station.

Captains must know when to fight, when to run, and, on dire occasions, when to destroy their own ships via the autodestruct sequence. Whether conducting a wedding or a funeral, speaking for our Corporation, or defending its interests with force, a Captain must rise above all prejudices and influences to make a sound and just decision.

An individual with a Rank of 1 through 3 should strive to attain Rank 4 or higher based upon their skills and abilities.

A Fleet Captain may helm any starship.
A First Officer may helm any starship as directed by the Captain. Unless the Captain is incapacitated.
A Flight Engineer may helm any starship under the guidance of a Captain or First Officer. Unless the Captain and First Officer are incapacitated.
A Crew Member may helm any starship if all the above are DEAD.

Rank 1 * / Crew Member awarded at joining and throughout 1st year in the RTI Org & Discord Server

The Crew Member wears many hats and is an essential part of the ground, air, and space crew no less important than the person at the helm of the starship. A Crew Member can perform many functions around a starship as well as aboard a starship that may determine the success or failure of a mission.

These are the few responsibilities that a Crew Member may have based on the type of starship that they may be around or aboard:

  • Crew Chief
    • Prior to flight, you will inspect and perform various functional checks of the starship, as well as ensure that the starship has been properly serviced with all fluids and ammunition.
    • After flight, you will be responsible for ensuring the starship is still in operationally ready condition.
    • Maintain and repair all parts of the starship, performing general mechanical work as opposed to working on a particular system or subsystem.
    • If during any of your inspections a malfunction occurs, you will request, through maintenance control, assistance from the shop concerned (engine, spaceframe, etc.).
  • Loadmaster
    • The loadmaster performs the calculations and plans cargo and passenger placement to keep the starship within permissible center of gravity limits throughout the flight. Loadmasters ensure cargo is placed on the starship in such a way as to prevent overloading sensitive sections of the spaceframe and cargo floor. Considerations are also given to civilian and military regulations which may prohibit the placement of one type of cargo in proximity to another. Unusual cargo may require special equipment to be loaded safely aboard the starship, limiting where the other cargo may feasibly be placed. Tactically, loadmasters may also directly affect combat readiness as they are also responsible for determining the load order of starship so that more tactically important material (e.g. ammunition) is off-loaded and therefore ready to deploy faster than other support items; this may be especially germane to forward operating bases.
    • The loadmaster may physically load the starship, but primarily supervises loading crews and procedures. Once positioned aboard the starship, the loadmaster ensures that their charge is properly secured, as an unexpected shift of the load can produce serious handling problems for the starship. Chains, straps, and integrated cargo locks are among the most common tools used to secure the cargo. Because cargo may shift during abrupt maneuvers, the loadmaster must determine the appropriate type(s), quantity and placement of cargo restraint.
    • The loadmaster may also be required to be qualified for “space or aerial delivery” of spacetroops or cargo by many means. Compared to the relatively routine transportation of cargo, spacedrops or airdrops can be a highly technical and dangerous undertaking. Under some situations, the most effective way to resupply the targeted people or aliens is by space or aerial delivery of equipment, ammunition, food, and medical supplies. Many victories have been dependent in large part upon space or aerial delivery.
    • The loadmaster may provide starship clearance information and direct Captains to safe positions when landing and taking off.
  • Space Crew Member
    • You are the first line of defence in any boarding attempt. Your actions may be the pivotal point on whether borders are repelled or the starship is boarded.
      • As a Space Crew Member prior to flight you perform a ‘walk through’ aboard the starship.
      • As a Space Crew Member while in flight you perform periodic security sweeps while aboard larger starships.
      • As a Space Crew Member while in flight you perform periodic cargo sweeps (if accessible) to spot any anomalies.
      • As a Space Crew Member while in flight you perform periodic operational checks of the systems while in flight to verify operation.
      • As a Space Crew Member while in flight you perform periodic operational checks of the turret systems if equipped.

NOTE: As a Space Crew Member you are subject to follow all lawful orders given by the Captain of the starship, even if you are normally RANK 2, 3, 4 or 5 and currently performing as a Space Crew Member or other functions aboard the same starship.

  • Gunner
    • Turrets may be armed with one or more automatic laser cannons, large-caliber guns, or missile launchers. It may be manned or remotely controlled.
      • A nose gunner or front gunner is a crew member on a starship who operates a gun turret in the front, or “nose area”, of the starship. This position was usually manned by someone who only operated the gun, however, the nose gunner could have a dual role (navigation, bombardier, etc.). Also, stationary guns could be mounted in the nose and controlled by the Captain.
      • A turret gunner was a particular form, altazimuth mount movement manned starship gun turret, accommodating the gunner with nearly all the needed equipment for defensive firepower (except for the ammunition storage) mounted either within or onto the shell of the turret structure.
      • A tail gunner or rear gunner is a crew member on a starship who functions as a gunner defending against enemy starships attacks from the rear, or “tail area”, of the starship. The tail gunner operates a flexible gun emplacement on either the top or tail end of the starship with a generally unobstructed view toward the rear of the starship. While the term tail gunner is usually associated with a crew member inside a gun turret, tail gun armaments may also be operated by remote control from another part of the starship.
  • Bombardier
    • The Bombardier’s duties and responsibilities on any guided or unguided bomb / missile capable starship;
      • Deliver payload with accuracy.
      • Assume directional command of the starship once on the bombing / missile run.
      • Protect the starship with any mounted turret (if equipped).

NOTE: A Crew Member is also known as a WSOp (Weapon Systems Operator), an umbrella term for the various specialist spacecrew responsible for assisting the Captain in operating the mission systems of the starship (e.g. crew chief, loadmaster, space crew member, gunner, bombardier).

CRYONIC SUSPENSION Faq for the Member who never wants to leave RTI:

  • Q: Is there any science behind “cryogenics”?
    • A: The science behind it does exist and the application of the practice is called cryonics. It’s a technique used to store a persons body at an extremely low temperature with the hope of one day reviving them. This technique is being performed today, but the technology behind it is still in its infancy. Someone preserved this way is said to be in cryonic suspension. The hope is that, once you have felt the effects of physical damage to your body or perhaps, loss of limb or other mishaps that can happen in the danger of space. Once you have been through several wars, You will have the scars – perhaps a cybernetic arm because one was lost in firefight or the wrong side of a dogfight. If you or some­one has died from a disease or condition that is currently incurable, such as perma-death they can be “frozen” and then revived in the future when a cure has been discovered.
  • Q: Why wait until you’re dead to be frozen? Won’t it be too late then?
    • A: It’s currently illegal to perform cryonic suspension on someone who is still alive. Those who wish to be cryogenically frozen must first be pronounced legally dead – which means their heart has stopped beating. Though, if they’re dead, how can they ever be revived? According to the experts at the company who Roberts Transport Industries contract with that performs the procedure, ‘legally dead’ is not the same as ‘totally dead.’ Total death, they claim, is the point at which all brain function ceases. They claim that the difference is based on the fact that some cellular brain function remains even after the heart has stopped beating. Cryonics preserves some of that cell function so that, at least theoretically, the person can be brought back to life at a later date.
  • Q: How is Cryonics Performed?
    • A: After your heart stops beating and you are pronounced legally dead, our contracted company takes over. The battlefield support ship a Cutlass Red which is Roberts Transport Industries dedicated Cutlass ‘ambulance’; equipped with onboard medical facilities and an array of search-and-rescue gear, flies in with an emergency response team from the facility and immediately gets to work. They stabilize your body by supplying your brain with enough oxygen and blood to preserve minimal function until you can be transported to the suspension facility. Your body is packed in ice and injected with an anticoagulant to prevent your blood from clotting during the trip. A medical team is on standby awaiting the arrival of your body at the cryonics facility. After you reach the cryonics facility, the actual freezing can begin.
  • Q: Don’t they just drop you in a huge pot of liquid nitrogen or expose you to space?
    • A: They could, and while you’d certainly be frozen, most of the cells in your body would shatter and die. As water freezes, it expands. Since cells are made up of mostly water, freezing expands the “stuff” inside which destroys their cell walls and they die. The cryonics companies need to remove and/or replace this water. They replace it with something called a cryoprotectant. Much like the antifreeze in ancient Earth automobiles. cryogenically frozen. This glycerol based mixture protects your organ tissues by hindering the formation of ice crystals. This process is called “vitrification” and allows cells to live in a sort of suspended animation. After the vitrification, your body is cooled with dry ice until it reaches -202 Fahrenheit. After this pre-cooling, it’s finally time to insert your body into the individual container that will be placed into a metal tank filled with liquid nitrogen. This will cool the body down to a temperature of around -320 degrees Fahrenheit. The procedure isn’t cheap. It can cost up to 200,000,000 UEC to have your whole body preserved. For the more frugal optimist, a mere 60,000,000 UEC will preserve your brain with an option known as neurosuspension. They hope the technology in the future will allow them to clone or regenerate the rest of the body.
  • Q: So does it work?
    • A: Many critics say the companies that perform cryonics are simply ripping off customers with the dream of immortality and they won’t deliver. It doesn’t help that the scientists who perform cryonics say they haven’t successfully revived anyone since the twentieth century, and don’t expect to be able to do so anytime soon. The largest hurdle is that, if the warming process isn’t done at exactly the right speed and temperature, the cells could form ice crystals and shatter. Despite the fact that no human placed in a cryonic suspension has yet been revived, some living organisms can be, and have been, brought back from a dead or near-dead state. CPR and injected nanobot defibrillators can bring accident and heart attack victims back from the dead daily. Neurosurgeons often cool patients’ bodies so they can operate on aneurysms without damaging or rupturing the nearby blood vessels. Human embryos that are frozen in fertility clinics, defrosted and implanted in a mother’s uterus grow into perfectly normal human beings. Some frogs, amphibians and other alien life forms have a protein manufactured by their cells that act as a natural antifreeze which can protect them if they’re frozen completely solid. Cryobiologists are hopeful that micro-nano-bot-technology will make auto-revival possible someday. Micro-nano-bot-technology can use microscopic machines to manipulate single atoms to build or repair virtually anything, including human cells and tissues. They hope one day, micro-nano-bot-technology will repair not only the cellular damage caused by the freezing process, but also the damage caused by aging and disease. Some cryobiologists have predicted that the first cryonic revival might occur as early as year 3045.
  • Q: This sounds like something I want done. What’s the next step?
    • A: You can apply through RTI CEO directly with your 200,000,000 or 60,000,000 UEC for registration to the “Live Long and Prosper and Today is a Good Day to Die but to be Frozen and Stick around Forever Cryo-Frozen Foundation Popsicle Policy Plan” or the LLPTGDDFSFCFFPP Plan (for short). If you cannot afford the upfront cost Roberts Transport Industries will gladly set you up on our member custom Layaway Plan with 10% down and 10% a Month until paid in full.

** NOTE: There is no penalty for paying off the installment plan early and should you be pronounced ‘totally dead’ or your body is unrecoverable, your next of kin will be reimbursed 100% of what you have paid towards the LLPTGDDFSFCFFPP Plan less an administrative fee of 10% for the Plan’s maintenance cost and expenses. Now you can go and rest in peace knowing that “your covered”.

OOC NOTE: The aforementioned information on Cryonic Suspension has been slightly altered from it’s original form by RTI. The original text can be found in the following ancient Earth archive Mobinet Link

Additional reading can be located at this ancient Earth archive Mobnet Link

BRAIN-FOOD Main Meal:

  1. Never, under any circumstances, take a sleeping pill and a laxative on the same night.
  2. Don’t worry about what people think, they don’t do it very often.
  3. Going to church doesn’t make you a Christian anymore than standing in a garage makes you a car.
  4. Artificial intelligence is no match for natural stupidity.
  5. If you must choose between two evils, pick the one you’ve never tried before.
  6. My idea of housework is to sweep the room with a glance.
  7. Not one shred of evidence supports the notion that life is serious.
  8. A person who is nice to you but rude to the waiter, is not a nice person.
  9. For every action, there is an equal and opposite government program.
  10. If you look like your passport picture, you probably need the trip.
  11. Bills travel through the mail at twice the speed of checks.
  12. Eat well, stay fit, die anyway.
  13. Men are from earth. Women are from earth. Deal with it.
  14. No man has ever been shot while doing the dishes.
  15. A balanced diet is a muffin in each hand.
  16. Middle age is when broadness of the mind and narrowness of the waist change places.
  17. Opportunities always look bigger going than coming.
  18. Junk is something you’ve kept for years and thrown away the day before you needed it.
  19. There is always one more imbecile than you counted on.
  20. Experience is a wonderful thing. It enables you to recognize a mistake when you make it again.
  21. By the time you can make ends meet, they move the ends.
  22. Thou shalt not weigh more than thy refrigerator.
  23. Someone who thinks logically provides nice contrast to the real world.
  24. It ain’t the jeans that make your butt look fat.
  25. There is a very fine line between ‘hobby’ and ‘mental illness.’
  26. People who want to share their religious views with you almost never want you to share yours with them.
  27. You should not confuse your career with your life.
  28. Nobody cares if you can’t dance well. Just get up and dance.
  29. Never lick a steak knife.
  30. The most destructive force in the universe is gossip.
  31. You should never say anything to a woman that even remotely suggests that you think she’s pregnant unless you can see an actual baby emerging from her at that moment.
  32. The one thing that unites all human beings, regardless of age, gender, religion, economic status or ethnic background, is that deep down inside we ALL believe we are good drivers.
  33. Your friends love you anyway.

BRAIN-FOOD Dessert:

  • Challenge yourself:
    • Set goals that make you s-t-r-e-t-c-h. It is a cop-out to make things too easy – always take it to the next level and don’t be afraid to fail. I would rather fail trying to do something that made me expand my abilities and work harder than I ever thought I could rather than succeed at doing something I knew I could accomplish with my eyes closed.
  • Make yourself a brand:
    • Sit down and decide what you want to be, and what you want people to associate with you. Map it out and then work hard to make it a reality.
  • Realize that happiness isn’t something you “obtain”:
    • The sooner you realize that happiness is not something you obtain like a piece of furniture or a job, the more likely you are to achieve it. Most people think they will be happy if they get a promotion, make a sale, start a relationship with someone, or buy a certain kind of car. But happiness is created, not acquired. Have you ever wondered why – as a general rule – people with less are happier than people with more?
  • Live responsibly:
    • This has many meanings to me – but basically it means don’t ignore injustices, treat others with respect, do what is right for the world and environment, and quit thinking it is “someone else’s” job.
  • Get a dog:
    • A dog loves you unconditionally. A dog thinks you are the greatest, coolest, smartest, most successful person in the world. Get a dog and work hard to live up to its expectations.

Charter

The CHARTER Section Below Describes Roberts Space Industries Organization (Org) and Member (Mbr) owned Starships. Please remember, we are under continuous DEVELOPMENT and will be UPDATED often...
CHARTER SECTION UPDATED as of: July 05, 2950 (2020) 14:10 SET

ORGANIZATION (Org) and MEMBER (Mbr) OWNED STARSHIPS

Aegis Dynamics
LINK: Galactapedia: Aegis Dynamics

AVENGER
  • Avenger Stalker – Interdiction – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
  • Avenger Titan – Light Freight – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
  • Avenger Titan Renegade – min crew = 1 / max crew = 1 – Light Freight – (Org Ships = 0 / Mbr Ships = 0) Link
    • Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Renegade pays tribute to famed pilot Danny Solomon for his notable work with the Advocacy to bring justice to Bremen. This Avenger Titan comes equipped with a specialized dogfighting-focused loadout and a special-edition livery honoring this iconic ship.
  • Avenger Warlock – Interdiction – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
ECLIPSE
  • Eclipse – Stealth Bomber – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • The Aegis Eclipse is a bomber designed to get in and strike before it’s even spotted. After extensive service with the UEE, this high-tech military stalwart is making its debut on the civilian market for 2947.
GLADIUS
  • Gladius – Light Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
  • Gladius Vailant – Light Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Valiant pays tribute to famed defense pilot Condi Hillard for being the first Human on record to defeat a Vanduul in combat. This Gladius comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring her iconic ship.
  • Gladius Pirate – Light Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • No Description Provided
HAMMERHEAD
  • Hammerhead – Heavy Gun Ship – min crew = 3 / max crew = 9 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
  • Hammerhead Best in Show Edition – Heavy Gun Ship – min crew = 3 / max crew = 9 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
IDRIS
  • Idris M – Frigate – min crew = 8 / max crew = 28 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
  • Idris P – Frigate – min crew = 8 / max crew = 28 – (Org Ships = 1 / Mbr Ships = 0) Link
    • A mark two “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.
JAVELIN
  • Javelin – Destroyer – min crew = 12 / max crew = 80 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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 that has made a name for itself in a variety of roles.
NAUTILUS
  • Nautilus – Minelayer – min crew = 4 / max crew = 8 – (Org Ships = 0 / Mbr Ships = 0) Link
    • With four centuries of distinguished service under its belt, The Aegis Dynamics Nautilus tactical minelayer represents the ultimate in strategic combat engineering, with fully-integrated mine-deployment, sweeping and disarming capabilities.
  • Nautilus Solstice – Minelayer – min crew = 4 / max crew = 8 – (Org Ships = 0 / Mbr Ships = 0) Link
    • With four centuries of distinguished service under its belt, The Aegis Dynamics Nautilus tactical minelayer represents the ultimate in strategic combat engineering, with fully-integrated mine-deployment, sweeping and disarming capabilities. This limited edition Solstice model is exclusive to members of the Chairman’s Club and includes sequential serial numbering according to production order.
RECLAIMER
  • Reclaimer – Heavy Salvage – min crew = 4 / max crew = 5 – (Org Ships = 1 / Mbr Ships = 0) Link
    • 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. The listed Cargo Capacity is only for the dedicated Cargo Room and does not account for the salvaged material capacity which will be detailed later.
  • Reclaimer Best In Show Edition – Heavy Salvage – min crew = 4 / max crew = 5 – (Org Ships = 1 / Mbr Ships = 0) Link
    • 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. The listed Cargo Capacity is only for the dedicated Cargo Room and does not account for the salvaged material capacity which will be detailed later.
REDEEMER
  • Redeemer – Gunship – min crew = 3 / max crew = 5 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Now you can own the Next Great Starship! Designed by Star Citizen’s backers, the Aegis Redeemer is a powerful fighting ship capable of holding its own in combat with a powerful weapons payload. Dotted with turrets and missiles, the Redeemer also doubles as an armored landing craft capable of delivering armored soldiers for first person combat!
RETALIATOR
  • Retaliator Base – Heavy Bomber – min crew = 4 / max crew = 7 – (Org Ships = 0 / Mbr Ships = 0) Link
    • The Aegis Dynamics’ Retaliator has landed! One of the United Empire of Earth’s most powerful warbirds, the Retaliator was designed as a fearsome weapons platform designed to strike and kill capital ships. A key portion of the UEE’s power projection, Retaliator squadrons have served with distinction against outlaws, the Vanduul and elsewhere. The base version of the Retaliator is customizable with additional modules to fit your needs.
  • Retaliator Bomber – Heavy Bomber – min crew = 4 / max crew = 7 – (Org Ships = 1 / Mbr Ships = 0) Link
    • The Aegis Dynamics’ Retaliator has landed! One of the United Empire of Earth’s most powerful warbirds, the Retaliator was designed as a fearsome weapons platform designed to strike and kill capital ships. A key portion of the UEE’s power projection, Retaliator squadrons have served with distinction against outlaws, the Vanduul and elsewhere. This version of the Retaliator includes the bomb bay and torpedo launcher.
SABRE
  • Sabre – Stealth Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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. Designed to be a rapid responder, the Sabre is more than capable of establishing battlefield dominance for any number of combat scenarios.
  • Sabre Comet – Stealth Fighter – min crew = 1 / max crew = 1 – (Org Ships = 1 / Mbr Ships = 0) Link
    • Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Comet pays tribute to famed pilot Captain Kamur Dalion for his work with Aegis to usher in a new era of combat ship design. This Sabre comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring this iconic ship.
  • Sabre Raven – Interdiction – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
VANGUARD
  • Vanguard Harbinger – Bomber – min crew = 2 / max crew = 2 – (Org Ships = 1 / Mbr Ships = 0) Link
    • 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.
  • Vanguard Hoplite – Dropship – min crew = 2 / max crew = 2 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
  • Vanguard Sentinel – Interdiction – min crew = 2 / max crew = 2 – (Org Ships = 1 / Mbr Ships = 0) Link
    • 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.
  • Vanguard Warden – Heavy Fighter – min crew = 2 / max crew = 2 – (Org Ships = 1 / Mbr Ships = 0) Link
    • 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.
VULCAN
  • Vulcan – Medium Repair / Medium Refuel – min crew = 1 / max crew = 3 – (Org Ships = 1 / Mbr Ships = 0) Link
    • Refuel. Repair. Rearm. Become a one-person support crew with Aegis Dynamics’ versatile Vulcan, supplying aid to pilots on the fly. Whether pinned down under heavy fire and in need of ammunition, low on quantum fuel after an ill-planned jump, or stranded in unknown space with a busted thruster, a pilot in distress can always count on a Vulcan and its cadre of drones to lend speedy, efficient assistance. Outfit your Vulcan with eye-catching livery and become a beacon of hope, even in the darkest, most treacherous corners of the ‘verse.

Anvil Aerospace
Link
Industry: Spacecraft manufacture
Products: Personal spacecraft, military spacecraft
Manufacturer code: ANVL
Race: Human
Headquarters: Nova Kiev, Terra (Terra III)
Area served: United Empire of Earth
Founder: J.Harris Arnold
Founded: 2772 CE; 178 years ago in Nova Kiev, Terra, Terra

ARROW
  • Arrow – Light Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Meet Anvil’s ‘light fighter of the future’. Featuring an ultra-aerodynamic frame, slight profile, and the most advanced manoeuvring thruster tech available, it’s the most agile ship in its class. It can also hold its own in a knock-down-drag-out thanks to a generous standard weapons package that includes quad missile racks and a full complement of countermeasures. The Arrow is designed specifically to leave would-be interlopers thoroughly bewildered. After all, how can they kill what they can’t catch?
BALLISTA
  • Ballista – Military – min crew = 1 / max crew = 2 – (Org Ships = 0 / Mbr Ships = 0) Link
    • No Description Provided
  • Ballista Dunestalker – Military – min crew = 1 / max crew = 2 – (Org Ships = 0 / Mbr Ships = 0) Link
    • No Description Provided
  • Ballista Snowblind – Military – min crew = 1 / max crew = 2 – (Org Ships = 0 / Mbr Ships = 0) Link
    • No Description Provided
CARRACK
  • Carrack – Expedition – min crew = 4 / max crew = 6 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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. On-board accommodations include crew medical and repair facilities, and a mapping-oriented sensor suite.
  • Carrack /W C8X – Expedition – min crew = 4 / max crew = 6 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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. On-board accommodations include crew medical and repair facilities, and a mapping-oriented sensor suite.
  • Carrack Expedition – Expedition – min crew = 4 / max crew = 6 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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. On-board accommodations include crew medical and repair facilities, and a mapping-oriented sensor suite.
  • Carrack Expedition /W C8X – Expedition – min crew = 4 / max crew = 6 – (Org Ships = 1 / Mbr Ships = 0) Link
    • 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. On-board accommodations include crew medical and repair facilities, and a mapping-oriented sensor suite.
CRUCIBLE
  • Crucible – Heavy Repair – min crew = 3 / max crew = 8 – (Org Ships = 0 / Mbr Ships = 0) Link
    • A so-called “flying toolbox,” the Crucible is Anvil Aerospace’s first dedicated repair ship. Featuring a rotating control bridge and a detachable pressurized workspace, 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.
GLADIATOR
  • Gladiator – Bomber – min crew = 1 / max crew = 2 – (Org Ships = 0 / Mbr Ships = 0) Link
    • The civilian model of the Gladiator appeals to those that want 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.
HAWK
  • Hawk – Light Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
HORNET
  • F7A Hornet – Medium Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • The UEE Navy’s premier carrier-based fighter craft, the F7A is the front-line attack ship for military combat missions. While not outfitted for long range runs, the Hornet can take her share of hits… and dish out a consistent, powerful response.
  • F7C Hornet – Medium Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
  • F7C Hornet Wildfire – Medium Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Wildfire pays tribute to famed pilot Aria Reilly for her distinguished service with the legendary Squadron 42. This Hornet comes equipped with her own personally selected loadout preferences and a custom special edition livery honoring her iconic ship.
  • F7C-M Super Hornet – Medium Fighter – min crew = 1 / max crew = 2 – (Org Ships = 1 / Mbr Ships = 0) Link
    • The closest to the Military load-out as is legally possible for a Civilian model, the F7C-M Super Hornet reattaches the ball turret and offers near milspec 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.
  • F7C-M Super Hornet Heartseeker – Medium Fighter – min crew = 1 / max crew = 2 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Designed for pilots whose true love is the pulse-pounding thrill of a harrowing dogfight, Anvil’s limited-edition Heartseeker is ‘the one’ for true combat die-hards. Loaded with top-of-the-line near military-spec components and four imposing Behring laser cannons, this fierce eradicator hones the legendary combat proficiency of the Super Hornet to give you the ultimate edge in space combat.
  • F7C-R Hornet Tracker – Pathfinder – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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
  • F7C-S Hornet Ghost – Stealth Fighter – min crew = 1 / max crew = 1 – (Org Ships = 1 / Mbr Ships = 0) Link
    • Through a combination of low-emission drives, low-draw weapons, and Void Armor technology capable of diffusing scans, the F7C-S Ghost is built for the pilot who wants to keep a low profile. The Ghost is capable of slipping past the most ardent of observers to accomplish whatever goal you need to accomplish. Don’t worry, we won’t ask.
HURRICANE
  • Hurricane – Heavy Fighter – min crew = 2 / max crew = 2 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
PISCES
  • C8 Pisces – Exploration – min crew = 1 / max crew = 3 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Designed specifically for the Anvil Carrack, this snub ship is the perfect scout, landing craft, and support vessel for the iconic explorer. Despite its size, it’s capable of going it alone too thanks to a quantum drive, class-leading shields, and ability to equip a jump module.
  • C8X Pisces Expedition – Exploration – min crew = 1 / max crew = 3 – (Org Ships = 2 / Mbr Ships = 0) Link
    • Additional firepower turns the base Pisces into a highly capable mini-explorer. Ideal for inter-system travel or investigating tight spots inaccessible to larger ships, it’s a small ship ready for big adventures.
TERRAPIN
  • Terrapin – Pathfinder – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
VALKYRIE
  • Valkyrie – Military / Industrial – min crew = 1 / max crew = 5 – (Org Ships = 0 / Mbr Ships = 0) Link
    • In the days of antiquity, the Valkyrie were believed to choose who would live and who would die on the field of war. Now, Anvil is putting that choice in your hands. Seize fate and turn the tide of battle. Rugged, high-performance jump seats safely transport up to twenty personnel into and out of the fray. A vehicle bay and speed ramp efficiently launch ground-based transport or reconnaissance vehicles for unmatched support. Four powerful VTOL thrusters facilitate surgically precise take-offs and landings, while a devastating array of weaponry blurs the line between dropship and gunship.
  • Valkyrie Liberator Edition – Military / Industrial – min crew = 1 / max crew = 5 – (Org Ships = 0 / Mbr Ships = 0) Link
    • For over a century, Anvil ships have distinguished themselves in countless civilian and military combat operations. Honor that proud tradition with the limited Liberator Edition Valkyrie, featuring an exclusive trim package commemorating the dropship’s debut at CitizenCon 2948.

Aopoa
Link
Industry: Spacecraft manufacture
Products: Personal spacecraft, military spacecraft
Manufacturer code: XNAA
Race: Xi’an
Headquarters: Ka’ua (Hyoton IV)
Area served: Xi’an Empire, United Empire of Earth (limited export)
Founder: House Póa
Founded:

NOX
  • Nox – Racing – min crew = 1 / max crew = 1 – (Org Ships = 1 / Mbr Ships = 0) Link
    • 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.
  • Nox Kue – Racing – min crew = 1 / max crew = 1 – (Org Ships = 1 / Mbr Ships = 0) Link
    • Deriving its name from the Xi’an word for ‘thrust,’ the Nox Kue delivers that and more. This limited version of the open-canopy racer features a stunning brushed-silver finish and was specifically created to celebrate the inaugural sale of the first Nox for Human riders.
QHIRE KHARTU
  • Khartu-Al – Light Fighter – min crew = 1 / max crew = 1 – (Org Ships = 1 / Mbr Ships = 0) Link
    • The Xi’an Aopoa corporation manufactures an export model of the Qhire Khartu, the Khartu-al, for sale to Human civilians. The export model features the same Xi’an maneuvering rig, but control surfaces modified for Human use and a more limited armament.
SANTOK.YĀI
  • Khartu-Al – Medium Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Harnessing the power of next-generation Xi’an flight systems, upgraded dual-vector thrusters, and a daunting weapons package, Aopoa has crafted a fighter that retains the nimble dexterity and tight handling the brand is known for. All with the added ability to pack a serious wallop when the situation calls for it. Welcome to the future of spaceflight, courtesy of the Xi’an Empire and Aopoa.

ARGO Astronautics
Link
Industry: Spacecraft manufacture
Products: Industrial spacecraft, passenger transportation spacecraft
Manufacturer code: ARGO
Race: Human
Headquarters: Mars (Sol IV)
Area served: United Empire of Earth
Founder: Alana Redmond
Founded: 2243 CE; 707 years ago on Earth, Sol
Formerly: AR-Go Technologies (2243 – ?), Argo Transportation (? – 2665)

MOLE
  • Mole – Prospecting and Mining – min crew = 1 / max crew = 4 – (Org Ships = 0 / Mbr Ships = 0) Link
    • ARGO’s pragmatic no-nonsense approach to ship design is celebrated in the unmistakable silhouette of the MOLE. Just one look at this machine and you know it means business. Tap into your full potential with the combined force of ARGO’s patented trilateral mining system. The MOLE has a total of 24 mineral pods, each holding 12 SCU. Eight pods are usable at one time – when they’re full, either head home or jettison them for collection by another vessel and carry on mining. Three independently controlled articulated extraction stations allow for maximum power and near-limitless versatility. The MOLE lives by the adage ’many hands make for light work’
  • Mole Carbon Edition – Prospecting and Mining – min crew = 1 / max crew = 4 – (Org Ships = 1 / Mbr Ships = 0) Link
    • ARGO’s pragmatic no-nonsense approach to ship design is celebrated in the unmistakable silhouette of the MOLE. Just one look at this machine and you know it means business. Tap into your full potential with the combined force of ARGO’s patented trilateral mining system. The MOLE has a total of 24 mineral pods, each holding 12 SCU. Eight pods are usable at one time – when they’re full, either head home or jettison them for collection by another vessel and carry on mining. Three independently controlled articulated extraction stations allow for maximum power and near-limitless versatility. The MOLE lives by the adage ’many hands make for light work’
  • Mole Talus Edition – Prospecting and Mining – min crew = 1 / max crew = 4 – (Org Ships = 0 / Mbr Ships = 0) Link
    • ARGO’s pragmatic no-nonsense approach to ship design is celebrated in the unmistakable silhouette of the MOLE. Just one look at this machine and you know it means business. Tap into your full potential with the combined force of ARGO’s patented trilateral mining system. The MOLE has a total of 24 mineral pods, each holding 12 SCU. Eight pods are usable at one time – when they’re full, either head home or jettison them for collection by another vessel and carry on mining. Three independently controlled articulated extraction stations allow for maximum power and near-limitless versatility. The MOLE lives by the adage ’many hands make for light work’
MPUV
  • MPUV Cargo – Light Freight – min crew = 1 / max crew = 1 – (Org Ships = 1 / Mbr Ships = 0) Link
    • The ARGO Astronautics MPUV-1C (commonly ‘Argo Cargo’) is a dedicated merchant transfer ship, a 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 drydocks, 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.
  • MPUV Personnel – Passenger – min crew = 1 / max crew = 1 – (Org Ships = 1 / Mbr Ships = 0) Link
    • The ARGO Astronautics MPUV-1P (commonly ‘Argo Personnel.’) is geared towards a simple but incredibly important responsibility: moving groups 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.
SRV
  • SRV – Industrial / Civilian – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • When it comes to getting the job done, ARGO doesn’t mess around. From simple freight and cargo towing to harrowing search-and-rescue operations, the SRV handles whatever you can throw at it. The bespoke tractor system utilizes an innovative plate and arm combination, allowing for effortless solo use as well as precision team towing for bigger jobs. Your crew and passengers stay safe too thanks to durable shields and heavy-duty armor that keep the cockpit and components secure when the situation gets hairy.

BANU
“Link(BANU)”:
Industry:
Products:
Manufacturer code:
Race: Banu
Headquarters:
Area served:
Founder:
Founded:

DEFENDER
  • Defender – Light Fighter – min crew = 1 / max crew = 2 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Meet the Banu Defender, a multi-crew fighter whose patchwork design highlights technology from a variety of species. 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. That’s why the Defender makes the ideal companion to the Merchantman: one to do the heavy hauling and the other to perform the deadly dogfighting. Every Banu merchant knows an investment in defense is an investment in their livelihood.
MERCHANTMAN
  • Merchantman – Heavy Freight – min crew = 4 / max crew = 8 – (Org Ships = 1 / Mbr Ships = 0) Link
    • Banu traders are renowned for their merchant prowess, traveling the spacelanes 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.

Consolidated Outland
Link
Industry: Spacecraft manufacture
Products: Spacecraft
Manufacturer code: CNOU
Race: Human
Headquarters: Stalford, Rytif (Bremen II)
Area served: United Empire of Earth
Founder: Silas Koerner
Founded:

MUSTANG
  • Mustang Alpha – Cargo – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Inspired by Consolidated Outland CEO Silas Koerner’s cutting edge vision, the Mustang Alpha is a sleek, stylish spacecraft that uses ultralight alloys to push power ratios to the limits, albeit sometimes unsafely. And now, with the optional Cargo Carrier, you can have the Alpha’s advantages without sacrificing carrying capacity.
  • Mustang Alpha Vindicator – Starter / Light Freight – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Make the ultimate statement and show the universe that you are a paragon of style and a bulwark of freedom. With this limited Vindicator Edition livery, the maverick designers at Consolidated Outland have pulled out all the stops, creating a trim package that commemorates CitizenCon 2948 and embodies the spirit of daring that defines both the original vision of Silas Koerner and the unyielding determination of the UEE.
  • Mustang Beta – Pathfinder – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • The Mustang Beta, with its unprecedented range, is made for long duration flights. The factory standard Tarsus Leaper Jump Engine enables the Beta to travel to the galaxy’s farthest systems with ease, while the ship’s unique Com4T living quarters will make the journey feel like you never left home.
  • Mustang Delta – Light Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • While it may not be able to go toe to toe with some of the military specific ships, by reinforcing the Mustang’s already strong hull construction with Consolidated Outland’s own line of Cavalry Class Mass Reduction Armor, the Delta has a reduced cross-sectional signature that evens the playing field.
  • Mustang Gamma – Racing – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Consolidated Outland’s design and engineering teams have managed to tweak and refine the Mustang into an admirable racer. 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.
  • Mustang Omega – Racing – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
PIONEER
  • Pioneer – Heavy Construction – min crew = 4 / max crew = 8 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.

Crusader Industries
Link
Industry: Spacecraft manufacture, spacecraft components
Products: Passenger and cargo spacecraft, spacecraft components
Manufacturer code: CRSD
Race: Human
Headquarters: Crusader (Stanton II)
Area served: United Empire of Earth
Founder: August Dunlow
Founded: 2799 CE; 151 years ago
Current CEO: Kelly Caplan

ARES
  • Ares Inferno – Heavy Combat Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Whether heading up a crew or hunting big ships solo, the Ares Inferno is a force to be reckoned with. This ballistic Gatling-equipped variant tears through gunship armor and turns smaller fighters to dust in seconds.
  • Ares Ion – Heavy Combat Fighter – min crew = 1 / max crew = 1 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Spark fear in the corridors of the most formidable gunships and frigates with the Ares Ion. This laser-equipped variant delivers extremely powerful shots to quickly disable the shields of even the biggest enemy vessels.
MERCURY STAR RUNNER
  • Mercury Star Runner – Medium Cargo / Medium Data – min crew = 2 / max crew = 3 – (Org Ships = 0 / Mbr Ships = 0) Link
    • The Mercury checks all the boxes expected of a dependable courier vessel, and then some. If you need it there fast and unscathed, you can’t do better than the Mercury. Built with the same engineering and design principals that has made Crusader the go-to manufacturer for galactic transport on any scale, the star runner chassis sets new standards for data and cargo conveyance.
GENESIS STARLINER
  • Genesis Starliner – Passenger – min crew = 2 / max crew = 8 – (Org Ships = 0 / Mbr Ships = 0) Link
    • 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.
HURCULES
  • A2 Hercules – Transport Gunship – min crew = 2 / max crew = 8 – (Org Ships = 0 / Mbr Ships = 0) Link
    • The A2 gunship has been used to devastating effect in airborne assaults, search and rescue operations, and landing initiatives. With more than double the firepower of the M2, and a custom bomb bay capable of delivering a staggering payload, the A2 caters to anyone hauling massive amounts of cargo through potentially unfriendly skies.
  • C2 Hercules – Transport – min crew = 1 / max crew = 2 – (Org Ships = 0 / Mbr Ships = 0) Link
    • Utilizing the patented Hercules military-grade spaceframe and expanding cargo capacity, while sacrificing barely any firepower, the C2 has taken the private sector by storm. It has become the industry standard for racing teams, ship dealers and manufacturers, construction orgs, mining corporations, and even large-scale touring entertainment outfits.
  • M2 Hercules – Transport Military – min crew = 1 / max crew = 3 – (Org Ships = 0 / Mbr Ships = 0) Link
    • The M2 Hercules is the UEE’s premier tactical starlifter. The ship’s potent combination of capacity, maneuverability, and durability make it the obvious choice in large-scale transport, and a robust weapons package assures your cargo, and crew, gets to where they’re going in one piece.

Drake Interplanetary
Link
Industry: Spacecraft manufacture
Products: Spacecraft
Manufacturer code: DRAK
Race: Human
Headquarters: Odyssa, Borea (Magnus II)
Area served: United Empire of Earth
Founder: Jan Dredge, along with other Cutlass designers
Founded: 2845 CE; 105 years ago
Current CEO: Anden Arden

Esperia
Link
Industry: Spacecraft manufacture, weapons manufacture
Products: Spacecraft, spacecraft weapons
Manufacturer code: ESPR
Race: Human
Headquarters: Kutaram, Terra (Terra III)
Area served: United Empire of Earth
Founder: Jovi Ingstrom, Theo Ingstrom
Founded: 2873 CE; 77 years ago
Current CEO: Charlotte Hussion

Greycat Industrial
Link
Industry: Industrial Equipment Manufacturing
Products: Personal Transport Vehicles and Pyro RYT Multi-Tools
Manufacturer Code: GRIN
Race: Human
Headquarters: Mars, Sol
Area served:
Founder: Odis Broussard
Founded: 2337 CE; 613 years ago

Kruger Intergalactic
Link
Industry: Spaceship and Weapon Manufacturing
Products:
Manufacturer Code: KRIG
Race: Human
Headquarters: Cascom (Castra II)
Area served:
Founder: Ozell Kruger
Founded: 2558 CE; 392 years ago
Demographic: Military/Civilian
Motto: Precision Perfected

Musashi Industrial and Starflight Concern
Link
Industry: Spaceship Manufacturing
Products:
Manufacturer code: MISC
Race: Human
Headquarters: Fujin City, Saisei (Centauri III)
Area served:
Founder: Hato Electronics Corporation and Musashi Lifestyle Design Unit
Founded: 2805 CE; 145 years ago
Demographic: Traders / Corporations
Current CEO: Kori Desmon
Motto: Build For Life

Origin Jumpworks
Link
Industry: Engine and Ship Manufacturing
Products:
Manufacturer code: ORIG
Race: Human
Headquarters: New Austin, Terra (Terra III)
Area served:
Founder:
Founded: 2750 (approx.)
Demographic: Civilian
Current CEO: Jennifer Friskers

Roberts Space Industries
Link
Industry: Spacecraft, spacecraft components, terraforming, armor
Products: Spacecraft
Manufacturer code: RSI
Race: Human
Headquarters: New York, Earth (Sol III)
Area served: United Empire of Earth
Founder: Chris Roberts
Founded: 2038 CE; 912 years ago on Earth, Sol

Tumbril Land Systems
Link
Industry: Vehicle Manufacturing
Products:
Manufacturer code: TMBL
Race: Human
Headquarters: Saisei (Centauri III)
Area served: United Empire of Earth
Founder:
Founded: 2536 CE; 414 years ago
Demographic: Military/Civilian
Current CEO: Terrence Naban