No flags. No kings. Just contracts.
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No flags. No kings. Just contracts.
“No flags. No kings. Just contracts.”
That’s the motto scorched into the hull of the Iron Reign, the battered flagship that carried the first Marauders into the fire. The paint’s long since faded, but the creed lives on—echoed in every op, every breach, every quiet war fought for credits and comrades.
Origins in the Shadows
The tale of Merrill’s Marauders doesn’t begin in history books. It begins where records fade—in the gray zones of Stanton, in the dust-choked wastelands of Hurston, and in the lawless tunnels carved beneath Yela’s black rock.
Before the name meant something, Ghost_of_Genji—known to his crew as Merrill—was just another ex-legionnaire cast out by the UEE. A soldier with no banner, a tactical mind honed by war, and a growing hatred for the red tape that left good people dead.
Disillusioned and forgotten, Merrill found clarity not in peace—but in purpose. He built something new: a crew of the discarded. Ex-military, bounty hunters, smugglers, tacticians, and ghosts. Men and women shaped by conflict and sharpened by survival. They didn’t believe in kings or flags. They believed in firepower, contracts, and loyalty.
The Marauders weren’t born in ceremony. They were born in blood—on a blacked-out exfil run deep in Lorville’s underbelly. Six Marauders went in. Two came out—with the VIP still breathing, a trail of bodies behind them, and a reputation that hit the network like a pulse bomb.
The Rise
The word spread quickly. Where polished mercenaries posed for cameras, Merrill’s Marauders got the job done—off the grid, under the radar, and above suspicion.
They became ghosts in armor. Shadows whispered in backchannel comms. Names passed quietly from syndicate fixers to corporate execs. If the credits were clean and the mission clear—they deployed. And when they deployed? Someone always got rescued… or erased.
As the rep grew, so did the crew. Merrill shaped them into something more than fireteams. He forged divisions—tight, disciplined, and devastating:
Hammer Division – Shock troops, breachers, and brutal close-quarters enforcers led by H4yd3n_S into some of the most chaotic, bloody battles ever to be seen in the solar system, leaving many shell-shocked except for its leader, who still to this day leads by example.
Specter Wing – Aerospace supremacy, led by Jimmy_Hawking, ace pilot and aerial tactician with more confirmed kills than most squadrons combined.
Echo Cell – Intel, recon, and infiltration. If Echo’s involved, it means someone’s getting ghosted.
Grimwatch – Overwatch and supply. And at its heart, Fives—the quiet constant who keeps the gears turning, the mags loaded, and the fleet fueled. Without Fives, the Marauders don’t move.
Black Vault – Deep black ops and deniable missions. Commanded by XX_Hnazo_XX, a strategist so cold and calculated that even pirates fear to speak his name. If Vault shows up, the job isn’t just dark—it’s buried.
And then there’s Shezo—the medic who became legend. In firefights where armor cracked and comrades fell, it was Shezo pulling them back from the edge, again and again. A healer in hellfire. A steady hand in chaos. To the Marauders, Shezo is more than a medic—he’s the reason many are still breathing.
Code of the Marauder
For all their firepower, Merrill’s Marauders don’t operate without honor. They don’t answer to governments—but they do answer to the Code:
No piracy. Civilians are not targets. Ever.
No politics. They don’t swear loyalty to empires, flags, or factions. Only the contract.
No betrayal. The team is the mission. Break that, and you’re not fired—you’re finished.
Above all:
You don’t wear the brand if you can’t back the name.
Now
Today, Merrill’s Marauders operate across multiple systems. Neutral. Untethered. Always armed.
Officially unrecognized. Universally respected—or feared.
They work with, against, and around the most powerful forces in the ‘Verse—based on the mission, not the politics.
To some, they’re mercs. To others, criminals. But to the ones who’ve fought beside them in a station lockdown or been pulled from a burning wreck by their hand—they’re something else entirely:
Professionals.
The thin line between chaos and control.
When the call goes out and no one else answers—when the job’s too dirty, too dangerous, or too impossible for politics to touch—Merrill’s Marauders answer.
No flags. No kings. Just contracts.
Merrill’s Marauders Charter:
Merrill’s Marauders exists to deliver a high-impact, tactical experience in the ‘Verse, blending the thrill of combat operations with the camaraderie of a tight-knit, disciplined unit. We operate with professionalism, precision, and purpose, offering a home for contractors who value structure, team synergy, and operational excellence. We’re here to enjoy the fight and the friendships that come with it.
The following operational directives guide our principles:
1: This is a Combat Sandbox and Space Simulation. Star Citizen is a dynamic, ever-evolving environment designed for entertainment. While our operations often reflect real-world PMC tactics and protocols, we never lose sight of the fact that this is a game. We aim to make every mission engaging and enjoyable—whether you’re running logistics, dropping hot into combat zones, or coordinating recon. Maintain a balance between immersion and fun. Respect the way others choose to experience the ‘Verse.
2: We Move with the Mission: Adaptive, Not Aspirational
Star Citizen is in active development. We focus only on systems and gameplay loops that are live and operational in the current build. We don’t waste resources planning for unconfirmed mechanics or speculative features. Our structure is lean, modular, and designed to evolve as the game does, prioritizing readiness over theorycraft.
3. Neutral Until the Contract Demands Otherwise
Until Star Citizen’s final release, Merrill’s Marauders maintains operational neutrality. We do not engage in permanent alliances, vendettas, or factional politics. Mission parameters, not organizational dogma, determine our contracts and loyalty. Members are expected to avoid affiliations with known pirate groups, griefing collectives, or any organization that has demonstrated hostility towards the Marauders.
Bottom Line:
We’re not here to ruin others’ fun—we’re here to operate like a professional Space PMC, have a blast doing it, and build a reputation worth respecting. Whether you’re a hardened tactician or fresh boots on the ground, if you’re ready to roll with a crew that takes the mission seriously but keeps the vibe strong, welcome aboard.
No flags. No kings. Just contracts.