Twelve Suns / TWELVESUNS

  • PMC
  • Regular
  • Bounty Hunting
    Bounty Hunting
  • Security
    Security

“A man learns little by little in battle. Take this experience and become a man who can’t be beaten.”
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History

The True Essence of Freedom

New Players and Veterans Welcome

For those who desire to join the Twelve Suns, we ask you only one question, “why do we sail?”

Individuality is what defines our crew. Our members are encouraged to set their goals, and as an organisation, we assist them to refine their skills, tactics, and strategies to ensure they reach their full potential. In the pursuit of true freedom, our members never fight for the desires and dreams of others, only for what they believe in.

2141 | Origin

The Original Twelve

When the oceans of the world dried up, people said the end of mankind had come. They lamented their fate and closed their eyes to the limitless ocean overhead. A small few gritted their teeth, believing in a bright new future for mankind, and embarked upon this new infinite ocean–Space. People pointed their fingers and laughed, calling them outlaws chasing empty dreams. The year is now 2955, and emerging from the tumultuous millennia, the Twelve Suns continue to chase those dreams that many have forgotten.

2943-2955 | Resurgence

Arrival in Stanton

Amongst the first groups to arrive in the Stanton system in the year 2943, the Twelve Suns have long joined in on the fight against the other minor factions vying for supremacy under the monopolising corporations of Stanton. Engaging in head-to-head combat with members of the Nine Tails gang, the nomadic Dusters, and repelling the invasion from the neighbouring system of Pyro.

Often stationed on the dunes of Daymar, our flagship can be found operating as a recruiting hub for those who can prove their worth. However, our hearts are set on finding home in the Castra system.

A Hive of Scum and Villainy

Stanton was thrown into turmoil in the late months of 2954 when a completely unknown gang, calling themselves the Slicers, enacted a campaign of terror against the citizens of Stanton. Civilians became the target of horrific attacks designed to cripple the system’s economy. The Civilian Defence Force (CDF) issued a call to all who would answer, requesting assistance to eliminate the threat to peace. Everyone, from the largest organisations to solitary individuals, joined the effort to push the invaders out of the system; amongst those who answered the call were the Twelve Suns. With the overwhelming CDF forces crippling the incursion and remnants of the Slicers scattering, the Twelve Suns would heed a call to support the rapid resupply of the Citizens for Prosperity and Frontier Fighters in preparation for a counter-offensive to pacify the gangs of Pyro. In the aftermath of the events, the CDF requested that the UEE reopen civilian travel through the Pyro gateway.

With the turn of the year, travel was granted into the Pyro system, and for the first time in a decade, that infinite ocean just got ever-so bigger.

False Flag

As chaos reigned over the systems of Stanton and Pyro, many factions are locked in a spiral that can only end in bloodshed. With a fire burning underneath our crew, the Twelve Suns began launching large-scale operations into Pyro in the opening months of 2955. Operating a fleet of Polaris corvettes and other smaller vessels, the counter-offensive caught the attention of one of the oldest and most powerful groups in Pyro, the Headhunters. Not long after this three-way war began, the false flag operation by the now terrorist organisation, the Slicers, known to many as the Frontier Fighters, was unveiled for all to see. As many factions reeled from being blindsided by the Frontier Fighters, the Twelve Suns held true and aligned themselves with the Headhunters, immediately beginning to expand their endeavours and hunt down the remnants of those who led the incursion to Stanton, which was now a hotbed of illegal activity due to the turmoil.

After the threat was stamped out, our attention was turned to the gold mine of commodities moving through the jump gate to resupply the Citizen for Prosperity and Headhunter after such intense fighting. Almost overnight, the ranks of the Twelve Suns swelled with like-minded citizens, who until now had been living life in the ‘verse on the fringes, with a desire to take advantage of the unassuming haulers, resupply a war-torn Pyro and be a part of something greater–our era of piracy had begun.

2954 | Alliance

No Crime Goes Unpunished… or Does It?

Operating as a solo outfit most of the time, our group often comes to blows with other organisations throughout Stanton. One notable occasion was above the moon of Daymar orbiting Crusader. Members of the Twelve Suns were returning from a group of successful assassination tasks assigned to them by Vaughn, when a well-organised task force of bounty hunters from the Black Adders PMC engaged their gunship, after an intense fire-fight and the Adders losing three ships, a battered Redeemer limped back to Grimhex for repairs. Not accepting defeat, a further four ships jumped into the combat zone and disabled them. Captured and handed over to the authorities, they were sent to Klescher Rehabilitation Facility on Aberdeen.

Hours into their incarceration, an offer was extended by those very ones who put them away to break them out. Risking imminent death, the crew managed to escape the depths of Klescher’s work mines and reach the evac crew waiting for them. The Adders assisted with the incursion into Security Post Kareah to erase their crimestats. They went about their ways, but not without laying the groundwork for a future alliance.

Manifesto

We will not pray for anything. Nor will we seek help from anyone. Never again will we fight under another’s flag. We will keep on fighting only for what we believe in, under only OUR flag, as long as we live!

Charter

Brief Outline

The Twelve Suns of today are custodians of those dreams the original members had when they first left Earth. We operate in the grey zone of the verse and have very few in-game restrictions.

  • ALIGNMENT: Grey-Zone
  • COMMITMENT: Our members are fairly casual outside of org deployments, then we operate in a more hardcore, roleplay environment.
  • TIME ZONE: Mostly AUS, some EU (expanding globally)

We are not a MILSIM but you will find progression, decorations for demonstrating combat ability, and leadership opportunities.

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Operational Capabilities

The Twelve Suns is a multifaceted crew with a diverse range of operational capabilities. Our members run events often and active members can tap into the Org funds to support any group activities they want to organise.

  • Salvage
  • Mining
  • Trading/Logistics
  • Racing
  • Medical Rescues
  • Privateering and piracy
  • PvE Combat
  • PvP Combat including both PIRACY and player BOUNTIES

Core Principles

The Twelve Suns are guided by a set of core principles that shape our actions and guide our behaviour. These principles are fundamental to who we are and what we stand for as an organisation.

FREEDOM

  • We believe in the inherent value of individual liberty and autonomy. We strive to create an environment where our members are free to operate as they see fit and pursue their own goals.

INTEGRITY

  • We hold ourselves to the highest standards of honesty and professionalism. We are committed to being truthful, reliable, and trustworthy in all that we do. Mutual respect among members and towards those who earn it in the universe, maintaining our integrity even in adversity.

TEAMWORK

  • We recognize that we are stronger together than we are apart. We value collaboration, cooperation, and mutual support, and believe that we can achieve great things by working together.

By adhering to these principles, we aim to create a positive, supportive culture within the verse and we will keep on flying for what we believe in, under OUR flag.

Griefing & Piracy

PVP vs PVE is a hotly contested arguement in the SC community. Any Twelve Suns members engaging in piracy and PVP must adhere to CIG’s terms of service and the following rules:
  • Do not engage starter ships.
  • Ramming enemy ships.
  • Not upholding agreed terms (ie. extorting a cargo hauler, then blowing them up anyway)
  • No destroying ships or killing players unnecessarily, fire warning shots to deter players, if an enemy engages, all bets are off.

Any members found to be griefing or ramming will not be tolerated. If you see one of our members conducting themselves in this manner, please report it to Legatus or Captain members. More details of how we engaging in piracy can be found in our Discord.