7 members
WASPWERKS is the Independent Covert Operations Network specializing in Wetworks Assassination Sabotage PsyOps missions & more. An Organization with the niche for added layer in the Star Citizen Universe gaming experience whereby players may immerse themselves in covert agendas part or full time.
This is a “Keep it Simple” organization. In practice, you are welcome to Login & play when you want, doing what you want. For team play, there is a regularly scheduled game session each week.
The four pillars of the organization’s foundation are (1) Leadership, (2) Communications, (3) Group Schedule, & (4) Resources.
1. Leadership is based off actions rather than assignment or self appointment. Officers in WASPWERKS are administrators. Rank is earned by accomplishments, even for the admins. Choose to follow the lead/suggestions of whomever you believe is worthy of the role.
2. Communication is conducted in game and via teamspeak server.
3. Typical gaming hours are daily from 6pm PST to midnight. Weekly raid is on Thursday nights.
4. Resources include teamwork and a fleet of following types of ships:
Constellation
Redeemer
Freelancer MIS
Hornet/Superhornet
Avenger
Aurora LN
Members may join other organizations and participate in any activities they wish during any game session. Choosing a Hidden or Redacted state is encouraged for the niche concept.
Roles are for administration, as needed. Such as recruitment.
Rank is earned thru:
Participation
Defeating opponents in combat
Achieving benchmarks in wealth & resources shared with the organization.
Highest rank is encouraged to assume leadership of task force in given engagement where they are present. If ship combat, the highest officer rank; if boarding action, the highest noncomm rank; if resource & wealth decision, deferring to the wealthiest participant is likely wisest choice.
WASPWERKS ICON was founded by 7 individuals who brainstormed & wargamed the concept of a secretive covert ops organization that:
Is structured.
Is compartmentalized.
Is not time demanding.
Allows participants to also join any other Orgs they wish.
Keeps online white noise to a minimum.
Provides mystery for insiders & outsiders alike.
Provides opportunity for advancement & virtual enrichment.
Takes on missions of various sizes.
Accepts/rejects missions subjectively.
Interaction that is focused on playing Star Citizen for fun.
The founders want to influence the dynamics of the Star Citizen universe and choose to strive to add to the enjoyment of the shared gaming experience by balancing player offered missions with monetary rewards and simply having fun. So if you are in the mood to get creative, feel free to make command decisions and seek out some espionage. if it doesnt suit you as fun on a given day, do something that does suit you as fun.
Thus the rules of WASPWERKS are simple, maintain a desired level of operational security to preserve the secretive nature of your peers gaming experience, follow common sense approach for generally accepted appropriate behavior and have fun congregating in cells of interacting with like-minded gamers.
Semper Fi,
A WASPWERKS Founder
WASPWERKS is the Independent Covert Operations Network specializing in Wetworks Assassination Sabotage PsyOps Warfare Enforcement Raids KOS Security missions deemed worthy of our attention. This is an Organization with a niche for an added layer to the Star Citizen Universe gaming experience where players may immerse themselves in covert missions or campaigns from time to time while playing a cover identity role in the countless other Organizations to choose to participate with as their Main Org. WASPWERKS participants may be involved in multiple operations simultaneously.
WASPWERKS participants fall into one of three categories. [O] Operatives & Assets, [L] Liaison Officers & Logistical Support, [ C] Clients & Targets. Regardless of the category that best fits each individual, participants additionally are either Socially involved or Solitary participants as best suits the player preference. Like the organization’s namesake wasps of Earth, our Operatives exist everywhere. Whether a participant prefers the Cloak or the Dagger or both the Cloak & Dagger, there is a fitting role for any potential character concept.
Participants will develop notoriety based on their activities and accomplishments. The short of it is established benchmarks of [Q] Quantity of operations participated in, [ R] Roles performed as an operative, [S] Scopes of the operations participated in, [T] Types of operations participated in, [U] the participants status as a covert operative remaining Unrevealed to the Star Citizen general public as a WASPWERKS agent.
WASPWERKS does not use a website for Operational Security reasons and to avoid the distraction from actually playing the Star Citizen game. Communication formats are [I] via the Star Citizen Forums & Organization features on the SC website for applications, out of game notifications and scheduling, [II] the Star Citizen in-game features for active communications, [III] TeamSpeak3 channels where we can control password secure comms for secure communications [To Be Publically Disclosed at a Later Date].
WASPWERKS Start to Finish 10-step Standard Operation
1. (CC&C) Client Contact & Consideration
2. (Info Gathering) Intelligence check on Client data & potential mission factors)
3. (Terms) Job summary defined with Client Confirmation. If liaison Officer and Client agree on a contract, the terms are verified to be understood by both parties and final authorization is granted.
4. (Green Light) Pre Op Payment for proceeding with agenda; or buys discretion for cancellation of mission after step 2 at liaison Officers discretion.
5. (Planning) Prior Planning Prevents Piss-Poor Performance. Planning step is essential.
6. (Execution) The actual performing of the planned operation.
7. (Verification) Accomplished Mission After Action Notification for involved parties and Client.
8. (Black Light) Post Op Payment step; or buys discretion if necessary. Step 8 concludes the WASP – Client mission related contact.
9. (Clean Up) House Keeping & Overhead step where any loose ends are tied up, damages are paid for, deal with outside parties…
10. (Payday) Involved Parties are compensated for their roles. Mission is concluded.
Covert Ops Notification: Perhaps you have an intent of joining as a double agent for another organization. This is a game after all and we are not real spies with the best big brother access to your life. So, sure, that is an option. Our OpSec framework limits the potential damage to the WASPWERKS organization. For every identity you may eventually reveal by interacting with other operatives, there are countless participants who you will never meet and some burn statuses are acceptable to WASPWERKS because we have Overt roles for those participants to continue on with as well. Aside from the publicized “kill on sight” list (which is not limited to simply killing the WASPWERKS enemy), there is no written database of info to access, no posted Roster, Titles, Mission Schedules, nothing like that. Our OpSec is to perform covert activities as a layer of actually playing the game. Only thing to pursue are names, completed missions & intelligence used for those missions. Then again, how would you know which names are covers or operatives? Which players are frame ups and which ones are ghost agents? Which missions revealed are a disinformation arc or core history? You’d have to participate to know, so WASPWERKS founding goal is achieved either way. Our liaison Officers compartmentalize missions for our Operatives so even if you are “trusted” and involved in mission planning, you’d never know about the fail safes arranged by the liaison Officers, the inside assets for an Op, or realize your Op was the Main Op or one of the Diversionary Ops until after the mission is over. Besides, you’d have to be involved in an Op to find out such intel and that is the layer of gaming niche we want to play anyway. So awesome! Have at it!! To us, Star Citizen is as much a social (mind game) as it is a Flight sim or FPS combat. We want the full emersion. Welcome to the world of covert operations…
WASPWERKS Definitions
Wetworks: A mission to kill all characters in a specified location during a specific time frame.
Assassination: A mission to kill one or more specific characters.
Sabotage: A mission to destroy a specific ship, structure, interrupt resources, or otherwise throw a wrench in someone’s gears.
PsyOps: False Flag, Disinformation, or other non-combat specific task that will influence in-game activities for a desired effect.
Warfare: Open war where WASPWERKS participants swarm to a specific area to fight a specific enemy.
Enforcement: Hunting down targets for bounty or otherwise addressing “bad guys” in specific area.
Raid: Self explanatory event of attacking a specific target for desired purpose.
KOS: Activity of reprisals against listed enemies of WASPWERKS for wronging the organization.
Security: Protecting a specific character, ship, or location from potential threats.
Compartmentalization: From Concept, to Founder brainstorming sessions, to Star Citizen Org Creation, to Application Process, to TeamSpeak access, to Missions/Operations, at every level, considerations were taken to allow for branches of the network that are not aware of nor in contact with each other to allow for added operational security. The organization network is designed so even the publically available members quantity on organizations list does not represent the scope of WASPWERKS members, operatives, affiliate players and provides a buffer for other organizations which may be assets and/or clients.
Operative: for WASPWERKS purposes, the term Operative is generically covering “Spec Ops”, “Black Ops”, “Covert Ops”, “Agent”, “Spy”, “Assassin”, and the list goes on and on. Any of the terms can typically be accepted as synonymous. Our liaison Officers are also Operatives, just not as Covert as our Ghost members.
Rules of Engagement
KOS: WASPWERKS maintains a list of characters and organizations that have earned punishment for wronging our organization. Whenever our participants encounter an entity from this Kill On Sight list, they are (if in a position to do so) expected to kill, destroy, cause harm, and be creative in inflicting punishment the opportunity gives you choices to inflict. Standard punishment is a single kill or ship destruction then attempt to move on in your activities. Report KOS accomplishments to liaison Officer. Video Capture or Screen Shots are helpful in determining KOS punishments have satisfied our method of justice for their offense.
Mission: WASPWERKS participants are independent operators that may or may not perform an active team role. You are the decision maker of your gaming experience. It is expected that your decisions are for the best interests of Organization before Mission, Mission before Personal gain, Personal gain before Competitor. Sometimes you will have to make a judgment call and your peers can usually respect that. Positive and Negative consequences can result from your decisions that impact a WASPWERKS operation. Mission accomplished means a payday, but some things are just too good an opportunity to pass up. Consult your liaison Officer if necessary. Otherwise, complete your mission as planned with appropriate improvisation. When on a mission, avoid engagements with non-mission related subjects.
Griefing: WASPWERKS participants do not engage in griefing activities. WASPWERKS targets are specifically selected as character(s), ship(s), location(s), or social agenda(s) based on interaction with other players in the community. Either the target is known to have done something to deserve being contracted for targetization or is a legitimate target because of proximity. In some cases players may be an innocent bystander that end up as collateral damage. Something our participants are responsible for avoiding as much as is possible. For missions there is a limit to our activities before the target has been satisfactorily dealt with. After which the target is no longer of interest to us. The exception is earning a place on the KOS list, which WASPWERKS gives fair warning in advance, gives the offender an opportunity to right their wrong and is known for certainty to then deserve some comeuppance. Even still, a KOS listing is limited. Once they have been properly punished the offender will be removed from the list. It’s their own fault if they reoffend and earn another KOS listing. We respect the framework of the Star Citizen Universe being crafted by the Development team and will of course work with the Devs on any issue that may arise from player driven friend/foe contact such as covert operations.
