The Crimson Privateers are a group of commanders preying on the rotten core of the Empire. Funded by unknown means these privateers exclusively raid those under imperial protection. There's a rumour of federal letter-box companies where millions of credits move to support raids on imperial rivals, but nothing of the sort could ever be proven. All the imperial authorities could find where local criminal syndicates, which were propped up by the privateers to support temporal bases of operation. Moving through the heart of imperial space, the privateers presence is felt as local authorities struggle to keep black markets under control and as traders get plundered, imperial promises of security start feeling hollow.
The Crimson Privateers from a gameplay perspective:
As a squadron the crimson privateers stand clearly on the wrong side of the law and that is where we wish to stay. Elite offers quite a lot in gameplay elements for the criminal CMDRs path, unfortunately a documentation of these features hardly exists. Most of the quirks for example, of piracy are not well known, so that the rumour still exists that criminal gameplay doesn't offer much in rewards, which is demonstrably not true. The crimson privateers are a group of commanders, who wish to work together and to help each other on this path in the shadows of the law. Our players have considerable in-game experience, so that we can help those who might feel overwhelmed by the thought of engaging a gameplay path on the wrong side of the law.
We thrive to do this in the face of opposition, which is why we are located as an anti-imperial squadron within the empire. We wish to represent and to strengthen the criminal underbelly of the empire. To do this we have chosen against orienting our BGS work on a single faction and instead try to establish anarchy footholds and black markets in systems under imperial control. To further this goal, we concentrate our PvE and PvP piracy on the confines of imperial power. This also means that we operate under a strict open only policy, undermining a minor faction by piracy must be opposable.
While murder may be a tool in the criminals toolbox, we are not a terrorist group and as such we wish to avoid the violence that doesn't offer anything, but incurred costs. Traders will usually survive a robbery, even if that means drifting in space without functioning thrusters. One exception though are slavers, this core principle of the empire is loathed by our members and a slaver will not get the favourable treatment of a compliant trader.
We invite all Smugglers, Pirates and Rogues to join us!
Our organization is conceived as a collective of equals, much like the pirate brotherhoods of popular culture. So you shouldn't expect a rigorous hierarchy beyond the difference between full members and recruits. Systems ripe for plunder are mostly created through the BGS itself and we will decide together in which systems black markets and anarchist factions will be pushed to offer a better hunting ground and respite for the criminals of the Empire.
Core player rules of the crimson privateers:
- Open only for all BGS action, including piracy
- No combat logging
- No attacks without reason
We are looking for new and experienced players!