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		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34869</id>
		<title>Space Law</title>
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		<updated>2022-11-14T17:02:44Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Medium Crimes */ Mannor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
|name=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|type=content&lt;br /&gt;
|issue= Space Law is only a set of guidelines, meaning security &amp;lt;b&amp;gt;does NOT have to follow it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it's considered an [[IC]] issue. &amp;lt;br&amp;gt;''If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.''&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{pp|vandalism|small=1}}&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the vessel. Space Law applies to all ranks and positions on vessel, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
''The rules and regulations herein are not absolutes, instead they exist to serve mainly as '''guidelines''' for the law and order of the dynamic situations that exist for vessels on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
Additionally, certain modifiers might affect the punishment, they are to be appendixed as follows:&lt;br /&gt;
&lt;br /&gt;
The Severity Modifier is appended at the end of the crime code number as follows: XXX-_. It only gets applied during martial law, and as such may be highly situational, as no emergency is the same.&lt;br /&gt;
&lt;br /&gt;
The Sentence modifiers are shown in the rightmost column, they are to be appended to the right of the severity modifier as follows: XXX-S_&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
{| style='text-align:center; background-color:#FFFFFF;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#FFFFFF;' Width='20px'|Code&lt;br /&gt;
! style='background-color:#91d5ff;' Width='20px' |0XX - Infraction&lt;br /&gt;
! style='background-color:#ffee55;' Width='200px'|1XX - Minor&lt;br /&gt;
! style='background-color:#ffaa55;' width='200px'|2XX - Medium&lt;br /&gt;
! style='background-color:#ff6655;' width='200px'|3XX - Major&lt;br /&gt;
! style='background-color:black; color:white' width='200px'|4XX - Capital&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 01&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Superficial Vandalism&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Minor Vandalism&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Vandalism, Major&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Sabotage&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Grand Sabotage&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 02&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Assault&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Assault Of an Officer&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Aggravated Assault/Attempted Murder&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Murder&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 03&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Disorderly Conduct&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Disturbing the Peace&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Inciting a Riot&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 04&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Unionization&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Dereliction of Duty&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Insubordination&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Interference with Department Leadership&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Mutiny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 05&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Breaking and Entering&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Breaking and Entering, Inherently Dangerous Areas&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Breaking and Entering, High Security Areas&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 06&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Encouragement of sympathizing Attitudes&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Propaganda&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Enemy Sympathizer&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Enemy of the Corporation&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 07&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Failure to Present ID&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Trespass, Dangerous Area&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Trespass, High Security Areas&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 08&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Creating a Workplace Hazard&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Workplace Negligence&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Gross Incompetence&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 09&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Theft&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Larceny&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Grand Larceny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 10&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Unauthorized Use of Recreational Drugs&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Possession, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Distribution, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Production, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 11&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Fine Evasion&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Misrepresentation of Authorization&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Identity Fraud&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Impersonation of Central Command&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Disruptive Communications&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Indecent Exposure&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Interpretation of the Law===&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the vessel. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Staff Judge Advocate, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by the MP.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Murder and Manslaughter can be very hard to ascertain, and you should default to the less severe one.&lt;br /&gt;
&lt;br /&gt;
Additionally, &amp;quot;stacking&amp;quot; of ''sentences'' is not allowed, and only the sentence of the most severe crime is to be applied.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
'''As an example of this:'''&lt;br /&gt;
&lt;br /&gt;
An assistant walks around the ship naked, stealing IDs from multiple people and then deepfrying them after breaking into the kitchen. This happened at least a few times. The seperate instances of those crimes would be documented like this:&lt;br /&gt;
* 209 Theft | Stole multiple IDs on seperate counts. (We cannot be sure how many times it happened, as such we only mark it once and note in the description that it was done a bunch.)&lt;br /&gt;
* 105 B&amp;amp;E | Broke into the kitchen on seperate counts. (Same here.)&lt;br /&gt;
* 201 Major Vandalism | Deep fried a bunch of people's IDs. (Same here.)&lt;br /&gt;
* 212 Indecent Exposure | Constant nakedness.&lt;br /&gt;
Since he was actively running from security this entire time, the &amp;quot;G&amp;quot; sentence modifier is applied to all of them, doubling their sentences. And since we do not stack sentences, and their most severe crime is major vandalism, we give them a clean and solid 20 minute brig time.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same ''sentence'' as the person you aided as per sentence modifier H: Aiding and Abetting.&lt;br /&gt;
&lt;br /&gt;
'''Always remember, if you're unsure, go with the most lenient option. Being lenient when reasonable is a powerful tool for security, it helps greatly to have a cooperative crew on your side. You're all in this together after all.'''&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
#Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Hold the prisoner over one of the genpop lockers, and empty their inventory into it.&lt;br /&gt;
#Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
#Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, '''not left on the brig floor or your personal use''', until they can be returned to their rightful owners.&lt;br /&gt;
#Enter their crime into the genpop interface on the wall and receive their prisoner ID card.&lt;br /&gt;
#Close and lock their locker with their ID card.&lt;br /&gt;
#Put the ID card on the prisoners ID card slot, and move them into the cell.&lt;br /&gt;
#Uncuff, stun them if they pose a danger still.&lt;br /&gt;
#Take the cuffs with you, and leave the prisoner to their sentence.&lt;br /&gt;
#Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners in permanent confinement.&lt;br /&gt;
#Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
#The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation on permanent sentences, you must take steps to provide this if possible.&lt;br /&gt;
&lt;br /&gt;
Staff Judge Advocates, and by extension the Executive Officer/Captain, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocates' security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &lt;br /&gt;
*If the Staff Judge Advocate continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] '''must''' be followed. This goes along the usual rank hierarchy.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &lt;br /&gt;
*Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial '''is required''' to authorise the death penalty.&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the vessels Security force you are one of the best armed and protected people on the vessel, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
*'''General Quarters / Martial Law''' - situations which endanger the wellbeing of the vessel, such as any crime with the X Severity modifier, or the presence of highly dangerous adversaries such as Nuclear Operatives or a Space Wizard, authorise lethal force to be used if needed.&lt;br /&gt;
**A single shove does not constitute assault, not on an officer nor on anyone else. If you kill someone because of a single shove, be prepared to spend some time in the brig yourself, because you just committed manslaughter.&lt;br /&gt;
&lt;br /&gt;
*'''Non-Lethal Weapons Ineffective''' - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
*'''Severe Personal Risk''' - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
**Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Armed and Dangerous''' - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
**Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
*'''Multiple Hostiles''' - it can be extremely difficult to detain multiple hostiles. '''As a last resort''' if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
----&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Circumstances that may be applied to incidents or crimes depending on circumstance.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#f3d2fc;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|'''Re-Education'''&lt;br /&gt;
|De-conversion of revolutionary sympathisers or cultists.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|'''Elevated Sentencing'''&lt;br /&gt;
|Scope of crimes committed or '''their repetition''' warrant raising severity by one notch. Generally applied after the third instance of a crime, reapplicable, you can imprison crew permanently(with warden/hos/xo/cap permission) if they do not show signs of stopping.&lt;br /&gt;
|Crime is counted as one(or more) severities higher than usual.&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
|'''Self-Defense'''&lt;br /&gt;
|Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. Do note however that persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, this is not permitted. Leniency is advised during times of crisis.&lt;br /&gt;
|Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|'''Cooperation with Prosecution or MPs'''&lt;br /&gt;
|Cooperation specifically when already being arrested.&lt;br /&gt;
|Notch crime severity down/lessen punishment, not applicable to capital crimes.&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|Voluntarily seeking out MP officers and confessing to a crime.&lt;br /&gt;
|Notch crime severity down, consider leniency when determining punishment(When applying to native capital crimes, only release on parole with tracking implant).&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|'''Insanity'''&lt;br /&gt;
|Crime comitted during an episode of mind control, hypnosis, brainwashing, etc. Perpetrator is of unstable mind, recommend medical treatment and demotion.&lt;br /&gt;
|Immediate release and medical treatment. If treatment impossible, release only with commanding officer present.&lt;br /&gt;
|-&lt;br /&gt;
|G&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
|Knowingly resisting attempts at legal detention by members of the MP team.&lt;br /&gt;
|Double sentence time.&lt;br /&gt;
|-&lt;br /&gt;
|H&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
|Knowingly helping a criminal in committing a crime, including interfering with the arrest, stealing prisoners in transit, breaking them out of prison, hiding them, providing medical care without ensuring they don’t run, etc&lt;br /&gt;
|Same sentence as original criminal.&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
|'''Escaped Prisoner'''&lt;br /&gt;
|Someone who has escaped their cell should be recaptured and returned to the brig.&lt;br /&gt;
|Timer reset to the full length of the original sentence.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Infractions===&lt;br /&gt;
All of these crimes carry a 100 credit fine and a reprimand.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#d1edff;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[File:Superficial Vandalism.png|frameless|100x100px]]&lt;br /&gt;
|'''Superficial Vandalism'''&lt;br /&gt;
|To deface the vessel or property of another individual.&lt;br /&gt;
|Minor damage that can be repaired with space cleaner or other cosmetic only damage.&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[File:Disorderly.png|frameless]]&lt;br /&gt;
|'''Disorderly Conduct'''&lt;br /&gt;
|To conduct ones self in a way unsuitable for the retention of one’s position.&lt;br /&gt;
|Minorly disruptive behavior that isn't otherwise illegal, such as drunkenly harassing a crewmember, shoving people around, blatantly ignoring SOP, etc.&lt;br /&gt;
|-&lt;br /&gt;
|004&lt;br /&gt;
|&lt;br /&gt;
|'''Unionization'''&lt;br /&gt;
|To form a union or inspire unionization efforts within the crew.&lt;br /&gt;
|Unionization is a direct violation of all employee contracts. All employees thinking of unionization should be directed to section 154: Subheading 3 and &amp;lt;s&amp;gt;have their knee caps shattered&amp;lt;/s&amp;gt; be warned of contract termination.&lt;br /&gt;
|-&lt;br /&gt;
|007&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Failure to Present ID'''&lt;br /&gt;
|To fail to wear or otherwise display identifying information&lt;br /&gt;
|Basically, anyone that you can't see the name of gets this.&lt;br /&gt;
Gas Masked Assistant without an ID? Slap them with this. Head lose his ID in his access console and need to call for help? Slap him with this and laugh.&lt;br /&gt;
|-&lt;br /&gt;
|008&lt;br /&gt;
|[[File:CreateHazard.png|frameless]]&lt;br /&gt;
|'''Creating a Workplace Hazard'''&lt;br /&gt;
|To create a situation which may lead to the harm of others during normal operation in that department.&lt;br /&gt;
|Minor unsafe behavior can also be charged under this crime.&lt;br /&gt;
|-&lt;br /&gt;
|010&lt;br /&gt;
|&lt;br /&gt;
|'''Unauthorized Use of Recreational Drugs'''&lt;br /&gt;
|To use recreational drugs outside of authorized areas&lt;br /&gt;
|Authorized areas are the Bar, the Cafeteria, the Chapel, The Fitness Center, the Pool, Dormitories, and the Theater&lt;br /&gt;
|-&lt;br /&gt;
|011&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Fine Evasion'''&lt;br /&gt;
|To purposefully avoid or refuse to pay a legal fine.&lt;br /&gt;
|A reasonable time and notification should be given to the plaintiff.&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[File:DisruptiveComms.png|frameless]]&lt;br /&gt;
|'''Disruptive Communications'''&lt;br /&gt;
|To knowingly disrupt or needlessly populate a radio frequency with the intent to be a nuisance to users of that frequency.&lt;br /&gt;
|Radio spam bad. I'm looking at you, circuit makers.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Minor Crimes===&lt;br /&gt;
All of these crimes carry a 5 minutes sentence, with optional demotion at the relevant heads discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#b5f7b6;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|[[File:Vandalism.PNG|frameless]]&lt;br /&gt;
|'''Minor Vandalism'''&lt;br /&gt;
|To damage, destroy, or permanently deface non-critical furniture, vendors, or personal property.&lt;br /&gt;
|Large amounts of irreparable damage should be charged with Major Vandalism, Damage to critical infrastructure may be a form of Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|[[File:Assault.png|frameless]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
|To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
|This covers minor criminal uses of force, ''Without intent to seriously injure.'' That would be Aggravated Assault, or possibly a flavor of Murder.&lt;br /&gt;
Notably does not include shoving, that would be 003.&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|[[File:Disturbing the Peace.png|frameless]]&lt;br /&gt;
|'''Disturbing the Peace'''&lt;br /&gt;
|To knowingly organize a movement which disrupts the normal operations of a department.&lt;br /&gt;
|Establishing a peaceful strike or otherwise disrupting standard department order without attachment to criminal entities&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|'''Dereliction of Duty'''&lt;br /&gt;
| To willfully abandon an obligation that is critical to the vessel's continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the vessel can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entering'''&lt;br /&gt;
|Forced entry to areas where the subject does not have access to. This counts for general areas only.&lt;br /&gt;
|Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|[[File:Empathizer.png|frameless]]&lt;br /&gt;
|'''Encouragement of sympathizing Attitudes'''&lt;br /&gt;
|To openly express viewpoints or opinions sympathetic to the cause of an enemy organisation, '''in the attempt to encourage such thoughts among the wider crew.'''&lt;br /&gt;
|For non-specific variant of this see: Disturbing the peace.&lt;br /&gt;
Openly Humanising the enemy during a battle may lessen morale and fighting spirit, this must be nipped in the bud.&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|[[File:Trespassing.png|frameless]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
|To be in an area which a person has either not purposefully been admitted to, does not have access, or has been asked to leave by someone who has access to that area.&lt;br /&gt;
|Being in an area, or having access to an area is not permission to that area. This crime covers non forcible entry into areas, such as following someone through a door.&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|[[File:Negligence.png|frameless]]&lt;br /&gt;
|'''Workplace Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm, illness, or other negative effect, to another.&lt;br /&gt;
|This is the charge for the doctor that accidentally pumps pentetic acid into an oozeling, or a scientist who accidentally floods toxins with room temperature CO2 or N2O.&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|[[File:Pickpocketing.png|frameless]]&lt;br /&gt;
|'''Petty Theft'''&lt;br /&gt;
|To steal items from another’s person.&lt;br /&gt;
|Small or easily replaceable items should be charged with this, otherwise consider a higher class of theft.&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|[[File:Drug Possesion.png|frameless]]&lt;br /&gt;
|'''Possession, Illicit Substances'''&lt;br /&gt;
|The possession of illegal drugs in quantities appropriate for personal use.&lt;br /&gt;
|A pill or two of drugs is reasonable for recreational use, anything more is probably better charged as distribution.&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Misrepresentation of Authorization'''&lt;br /&gt;
|To intentionally lie or mislead others that one has orders to access restricted company resources. To deceive others to gain property or credits from other personnel.&lt;br /&gt;
|Anyone that walks up to someone and somehow manages to get access to crap they shouldn't get this and a pat on the back. Minor scams and money siphoning schemes can also apply though anything that defrauds the company should certainly have a thievery charge as well. For the prepared criminal with clown-suit and documents, see 211&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|[[File:Indecent_exposure.png|frameless]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
|To be intentionally and publicly unclothed.&lt;br /&gt;
|Running around the vessel naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Medium Crimes===&lt;br /&gt;
These crimes carry a 10 minute sentence with advised demotion at the relevant head's discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fcf4c0;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|[[File:Vandalism Personal .png|frameless]]&lt;br /&gt;
|'''Vandalism, Major'''&lt;br /&gt;
|To destroy or damage non-critical furniture, vendors, or personal property in a manner that can not be repaired.&lt;br /&gt;
|Spray painting all the lights red and wrecking tables in the bar is fun and all, but it makes it hard to figure out where the fire is, or to have a polite sip of tea.&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|'''Assault of an Officer'''&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|[[File:Vigilantism.png|frameless]]&lt;br /&gt;
|'''Vigilantism'''&lt;br /&gt;
|To perform the responsibilities and duties of military police without approval or due cause to act.&lt;br /&gt;
|Validhunting bad. Let the redshirts/squaddies do their job.&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|[[File:Insubordination-Rank.png|frameless|97x97px]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior.&lt;br /&gt;
|Obey your heads of staff if they instruct you to do something within the scope of your job.&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|[[File:BNE danger.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, Inherently Dangerous Areas'''&lt;br /&gt;
|To trespass into an area which may lead to the injury of self or others using forcible entry.&lt;br /&gt;
|Engineering spaces specifically related to reactor control, atmospherics, or toxins lab count here. This list is not exhaustive, but should not be extorted to increase sentencing.&lt;br /&gt;
|-&lt;br /&gt;
|206&lt;br /&gt;
|&lt;br /&gt;
|'''Propaganda'''&lt;br /&gt;
|Advocating for defection of the ship to a hostile faction&lt;br /&gt;
|As a reminder, Whiterapids is contracted to the Federation for the purpose of ''Fighting The Enemy'' not joining them.&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|[[File:Tresspass_Danger.png|frameless]]&lt;br /&gt;
|'''Trespass, Dangerous Area'''&lt;br /&gt;
|Trespassing in an area which may lead to the injury of self, or others.&lt;br /&gt;
|Generally this will lead to injury. See breaking and entering, and apply any of the areas for Trespassing to dangerous areas.&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|[[File:Negligent 2.png|frameless]]&lt;br /&gt;
|'''Gross Incompetence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm to multiple individuals, a department, or in a manor which directly leads to a serious injury of another person which requires emergency medical treatment.&lt;br /&gt;
|Virologists releasing spanish flu on accident, or scientists that flood science/toxins with plasma get charged here. It can also include engineers who destabilise the reactor or wander around with highly radioactive material.&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|[[File:Petty theft.png|frameless]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
|To steal equipment or items from a workplace, or items of extraordinary value from one’s person.&lt;br /&gt;
|This includes things like insulated gloves, crew pinpointers, normal ID cards, or personal items.&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|[[File:Narcotics Distribution.PNG|frameless]]&lt;br /&gt;
|'''Distribution, Illicit Substances'''&lt;br /&gt;
|The possession of dangerous or illegal drugs/equipment in a quantity greater than that which is reasonable for personal consumption.&lt;br /&gt;
|You should probably try to determine intent from additional evidence before charging someone with this.&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|[[File:Dreamseeker JYtsg049js.png|frameless]]&lt;br /&gt;
|'''Identity Fraud'''&lt;br /&gt;
|The manufacture of falsified documents or tampering with other signifiers for the purposes of; falsifying an Identity, Wearing the uniform of another department without authorization, or claiming to be reassigned to a department or command.&lt;br /&gt;
|Basically, if they don't actually work there but have a bunch of fake documents claiming they do, slap them with this. Feel free to apply trespassing for extra spice.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Major Crimes===&lt;br /&gt;
These crimes carry a 15 minute sentence. Demotion is mandatory in all cases.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffcc9c;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|301&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
|To destroy vessel assets or resources critical to normal or emergency vessel procedures, or cause sections of the vessel to become uninhabitable.&lt;br /&gt;
|Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|302&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Aggravated Assault/Attempted Murder'''&lt;br /&gt;
|To take physical action against a person with intent to grievously harm or kill.&lt;br /&gt;
|This covers criminal uses of force, with intent to seriously injure or kill. If you're going at someone with a circular saw, it doesn't matter if you're trying to ''kill'' him or just ''nearly'' kill him.&lt;br /&gt;
|-&lt;br /&gt;
|303&lt;br /&gt;
|[[File:Rioting.PNG|frameless]]&lt;br /&gt;
|'''Rioting'''&lt;br /&gt;
|To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
|It is required to declare a riot and order the crowd to disperse, failure to disperse is the crime of note here. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
|304&lt;br /&gt;
|[[File:Insubordination.PNG|frameless]]&lt;br /&gt;
|'''Interference With Department Leadership'''&lt;br /&gt;
|To significantly disrupt the Head of a department's ability to lead or coordinate.&lt;br /&gt;
|Preventing a head from accessing sections of their own department, inspiring insubordination, and publicly declaring a dereliction of duty would fall under here. &amp;lt;s&amp;gt;Apply Baton until morale improves.&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|305&lt;br /&gt;
|[[File:BnE High Sec.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, High Security Areas'''&lt;br /&gt;
|To commit trespassing into a secure area such as: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas, using forcible entry.&lt;br /&gt;
|Please note, paramedics may have to commit breaking and entry in order to perform their duties.&lt;br /&gt;
|-&lt;br /&gt;
|306&lt;br /&gt;
|[[File:SymphaticEnemy.png|frameless]]&lt;br /&gt;
|'''Enemy Sympathizer'''&lt;br /&gt;
|To openly call for action to the benefit of an enemy organisation, in the attempt to weaken the position of the ship, or strengthen the position of the enemy.&lt;br /&gt;
|Yelling HAIL THE SYNDICATE is skirting close to mutiny, but isn't quite it just yet. Once they actually start doing/sabotaging something, that's when it gets serious.&lt;br /&gt;
|-&lt;br /&gt;
|307&lt;br /&gt;
|[[File:TressHighsec.png|frameless]]&lt;br /&gt;
|'''Trespass, High Security Areas'''&lt;br /&gt;
|Trespassing in any of the following without appropriate permission or access: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|308&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|'''Manslaughter'''&lt;br /&gt;
|To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
|They didn't mean to do it but someone's dead now. It's important to remember that you may want them to fix what they've done before throwing them in the brig, in the example of medical malpractice.&lt;br /&gt;
|-&lt;br /&gt;
|309&lt;br /&gt;
| [[File:Larency.png|frameless]]&lt;br /&gt;
|'''Larceny'''&lt;br /&gt;
|To steal rare, expensive (Items of greater than 1000 credit value), or restricted equipment from secure areas or one’s person.&lt;br /&gt;
|This does not include theft of people's ID cards, which are likely to hold a value of more than 1000 credits. It does however cover ID cards which could lead into high security areas, such as the Captain's, Head of Personnel's, or Head of Security's.&lt;br /&gt;
|-&lt;br /&gt;
|310&lt;br /&gt;
|[[File:Drop Gruduction.png|frameless|96x96px]]&lt;br /&gt;
|'''Production, Illicit Substances'''&lt;br /&gt;
|To produce substances such as drugs, poisons, performance enhancers, etc without explicit written permission by the Chief Medical Officer and Captain.&lt;br /&gt;
|Including meth, crank, krokodile, etc. The mentioned written permission MUST be from the Captain AND CMO, no matter if it's the botanist or chemist.&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|[[File:CorpoFraud.png|frameless]]&lt;br /&gt;
|Impersonation of Central Command&lt;br /&gt;
|Falsify orders from or to impersonate a member of Central Command&lt;br /&gt;
|What? Do you really need an explanation?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Capital Crimes===&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, or Cyborgization.&lt;br /&gt;
&lt;br /&gt;
'''Only the Captain, XO, HoS, and Warden can authorize a Permanent Sentence.'''&lt;br /&gt;
&lt;br /&gt;
''' Only the Captain can authorize an Execution or Forced Cyborgization.'''&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffb3b3;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|401&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
|To destroy or modify vessel assets or equipment without which the vessel may collapse or otherwise become uninhabitable.&lt;br /&gt;
|This may include tampering with vessel records, purposefully detonating the reactor, destroying the SMES power storage equipment, plasma flooding, or superheating distro.&lt;br /&gt;
|-&lt;br /&gt;
|402&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|'''Murder'''&lt;br /&gt;
|To maliciously kill someone.&lt;br /&gt;
|Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;'''Unauthorised executions are classed as Murder.'''&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|'''Inciting a Riot'''&lt;br /&gt;
|To attempt to stir the crew into a riot with the intention of disrupting the functioning of the vessel.&lt;br /&gt;
|Additionally to the brigging the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
|404&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|'''Mutiny'''&lt;br /&gt;
|To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of the vessel consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|406&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Corporation'''&lt;br /&gt;
|To be a member of any of the following organizations: The syndicate, Hostile boarding parties, Wizards, Changeling Hiveminds, cults, or other non-authorized religious practitioners (heretics).&lt;br /&gt;
|Current enemies of the federation include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.&lt;br /&gt;
Please also consider that deconversion is preferable to charging under EOTC. This is a '''LAST RESORT''', and a trial must be held before conviction of personnel that were at any time on the crew manifest. Heretics are exempt from the trial requirement, and have their sentence executed without a trial.&lt;br /&gt;
|-&lt;br /&gt;
|409&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Larceny'''&lt;br /&gt;
|To steal inherently dangerous items from their storage, one’s person, or other such methods acquire through illicit means.&lt;br /&gt;
|&amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain's Antique Laser, the Captain or the HoP's ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the vessel. Remember if something is locked up in a secure area it probably should not be taken without prior permission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34868</id>
		<title>Space Law</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34868"/>
		<updated>2022-11-13T09:49:13Z</updated>

		<summary type="html">&lt;p&gt;Altangy: /* Medium Crimes */ Adds missing 206 law&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
|name=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|type=content&lt;br /&gt;
|issue= Space Law is only a set of guidelines, meaning security &amp;lt;b&amp;gt;does NOT have to follow it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it's considered an [[IC]] issue. &amp;lt;br&amp;gt;''If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.''&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{pp|vandalism|small=1}}&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the vessel. Space Law applies to all ranks and positions on vessel, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
''The rules and regulations herein are not absolutes, instead they exist to serve mainly as '''guidelines''' for the law and order of the dynamic situations that exist for vessels on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
Additionally, certain modifiers might affect the punishment, they are to be appendixed as follows:&lt;br /&gt;
&lt;br /&gt;
The Severity Modifier is appended at the end of the crime code number as follows: XXX-_. It only gets applied during martial law, and as such may be highly situational, as no emergency is the same.&lt;br /&gt;
&lt;br /&gt;
The Sentence modifiers are shown in the rightmost column, they are to be appended to the right of the severity modifier as follows: XXX-S_&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
{| style='text-align:center; background-color:#FFFFFF;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#FFFFFF;' Width='20px'|Code&lt;br /&gt;
! style='background-color:#91d5ff;' Width='20px' |0XX - Infraction&lt;br /&gt;
! style='background-color:#ffee55;' Width='200px'|1XX - Minor&lt;br /&gt;
! style='background-color:#ffaa55;' width='200px'|2XX - Medium&lt;br /&gt;
! style='background-color:#ff6655;' width='200px'|3XX - Major&lt;br /&gt;
! style='background-color:black; color:white' width='200px'|4XX - Capital&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 01&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Superficial Vandalism&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Minor Vandalism&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Vandalism, Major&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Sabotage&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Grand Sabotage&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 02&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Assault&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Assault Of an Officer&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Aggravated Assault/Attempted Murder&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Murder&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 03&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Disorderly Conduct&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Disturbing the Peace&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Inciting a Riot&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 04&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Unionization&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Dereliction of Duty&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Insubordination&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Interference with Department Leadership&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Mutiny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 05&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Breaking and Entering&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Breaking and Entering, Inherently Dangerous Areas&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Breaking and Entering, High Security Areas&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 06&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Encouragement of sympathizing Attitudes&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Propaganda&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Enemy Sympathizer&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Enemy of the Corporation&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 07&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Failure to Present ID&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Trespass, Dangerous Area&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Trespass, High Security Areas&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 08&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |Creating a Workplace Hazard&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Workplace Negligence&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Gross Incompetence&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 09&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; |&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Theft&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Larceny&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Grand Larceny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 10&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Unauthorized Use of Recreational Drugs&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Possession, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Distribution, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Production, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 11&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Fine Evasion&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Misrepresentation of Authorization&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Identity Fraud&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Impersonation of Central Command&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
| style=&amp;quot;background:#d1edff;&amp;quot; | Disruptive Communications&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Indecent Exposure&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | &lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Interpretation of the Law===&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the vessel. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Staff Judge Advocate, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by the MP.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Murder and Manslaughter can be very hard to ascertain, and you should default to the less severe one.&lt;br /&gt;
&lt;br /&gt;
Additionally, &amp;quot;stacking&amp;quot; of ''sentences'' is not allowed, and only the sentence of the most severe crime is to be applied.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
'''As an example of this:'''&lt;br /&gt;
&lt;br /&gt;
An assistant walks around the ship naked, stealing IDs from multiple people and then deepfrying them after breaking into the kitchen. This happened at least a few times. The seperate instances of those crimes would be documented like this:&lt;br /&gt;
* 209 Theft | Stole multiple IDs on seperate counts. (We cannot be sure how many times it happened, as such we only mark it once and note in the description that it was done a bunch.)&lt;br /&gt;
* 105 B&amp;amp;E | Broke into the kitchen on seperate counts. (Same here.)&lt;br /&gt;
* 201 Major Vandalism | Deep fried a bunch of people's IDs. (Same here.)&lt;br /&gt;
* 212 Indecent Exposure | Constant nakedness.&lt;br /&gt;
Since he was actively running from security this entire time, the &amp;quot;G&amp;quot; sentence modifier is applied to all of them, doubling their sentences. And since we do not stack sentences, and their most severe crime is major vandalism, we give them a clean and solid 20 minute brig time.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same ''sentence'' as the person you aided as per sentence modifier H: Aiding and Abetting.&lt;br /&gt;
&lt;br /&gt;
'''Always remember, if you're unsure, go with the most lenient option. Being lenient when reasonable is a powerful tool for security, it helps greatly to have a cooperative crew on your side. You're all in this together after all.'''&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
#Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Hold the prisoner over one of the genpop lockers, and empty their inventory into it.&lt;br /&gt;
#Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
#Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, '''not left on the brig floor or your personal use''', until they can be returned to their rightful owners.&lt;br /&gt;
#Enter their crime into the genpop interface on the wall and receive their prisoner ID card.&lt;br /&gt;
#Close and lock their locker with their ID card.&lt;br /&gt;
#Put the ID card on the prisoners ID card slot, and move them into the cell.&lt;br /&gt;
#Uncuff, stun them if they pose a danger still.&lt;br /&gt;
#Take the cuffs with you, and leave the prisoner to their sentence.&lt;br /&gt;
#Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners in permanent confinement.&lt;br /&gt;
#Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
#The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation on permanent sentences, you must take steps to provide this if possible.&lt;br /&gt;
&lt;br /&gt;
Staff Judge Advocates, and by extension the Executive Officer/Captain, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocates' security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &lt;br /&gt;
*If the Staff Judge Advocate continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] '''must''' be followed. This goes along the usual rank hierarchy.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &lt;br /&gt;
*Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial '''is required''' to authorise the death penalty.&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the vessels Security force you are one of the best armed and protected people on the vessel, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
*'''General Quarters / Martial Law''' - situations which endanger the wellbeing of the vessel, such as any crime with the X Severity modifier, or the presence of highly dangerous adversaries such as Nuclear Operatives or a Space Wizard, authorise lethal force to be used if needed.&lt;br /&gt;
**A single shove does not constitute assault, not on an officer nor on anyone else. If you kill someone because of a single shove, be prepared to spend some time in the brig yourself, because you just committed manslaughter.&lt;br /&gt;
&lt;br /&gt;
*'''Non-Lethal Weapons Ineffective''' - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
*'''Severe Personal Risk''' - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
**Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Armed and Dangerous''' - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
**Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
*'''Multiple Hostiles''' - it can be extremely difficult to detain multiple hostiles. '''As a last resort''' if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
----&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Circumstances that may be applied to incidents or crimes depending on circumstance.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#f3d2fc;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|'''Re-Education'''&lt;br /&gt;
|De-conversion of revolutionary sympathisers or cultists.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|'''Elevated Sentencing'''&lt;br /&gt;
|Scope of crimes committed or '''their repetition''' warrant raising severity by one notch. Generally applied after the third instance of a crime, reapplicable, you can imprison crew permanently(with warden/hos/xo/cap permission) if they do not show signs of stopping.&lt;br /&gt;
|Crime is counted as one(or more) severities higher than usual.&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
|'''Self-Defense'''&lt;br /&gt;
|Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. Do note however that persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, this is not permitted. Leniency is advised during times of crisis.&lt;br /&gt;
|Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|'''Cooperation with Prosecution or MPs'''&lt;br /&gt;
|Cooperation specifically when already being arrested.&lt;br /&gt;
|Notch crime severity down/lessen punishment, not applicable to capital crimes.&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|Voluntarily seeking out MP officers and confessing to a crime.&lt;br /&gt;
|Notch crime severity down, consider leniency when determining punishment(When applying to native capital crimes, only release on parole with tracking implant).&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|'''Insanity'''&lt;br /&gt;
|Crime comitted during an episode of mind control, hypnosis, brainwashing, etc. Perpetrator is of unstable mind, recommend medical treatment and demotion.&lt;br /&gt;
|Immediate release and medical treatment. If treatment impossible, release only with commanding officer present.&lt;br /&gt;
|-&lt;br /&gt;
|G&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
|Knowingly resisting attempts at legal detention by members of the MP team.&lt;br /&gt;
|Double sentence time.&lt;br /&gt;
|-&lt;br /&gt;
|H&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
|Knowingly helping a criminal in committing a crime, including interfering with the arrest, stealing prisoners in transit, breaking them out of prison, hiding them, providing medical care without ensuring they don’t run, etc&lt;br /&gt;
|Same sentence as original criminal.&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
|'''Escaped Prisoner'''&lt;br /&gt;
|Someone who has escaped their cell should be recaptured and returned to the brig.&lt;br /&gt;
|Timer reset to the full length of the original sentence.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Infractions===&lt;br /&gt;
All of these crimes carry a 100 credit fine and a reprimand.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#d1edff;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[File:Superficial Vandalism.png|frameless|100x100px]]&lt;br /&gt;
|'''Superficial Vandalism'''&lt;br /&gt;
|To deface the vessel or property of another individual.&lt;br /&gt;
|Minor damage that can be repaired with space cleaner or other cosmetic only damage.&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[File:Disorderly.png|frameless]]&lt;br /&gt;
|'''Disorderly Conduct'''&lt;br /&gt;
|To conduct ones self in a way unsuitable for the retention of one’s position.&lt;br /&gt;
|Minorly disruptive behavior that isn't otherwise illegal, such as drunkenly harassing a crewmember, shoving people around, blatantly ignoring SOP, etc.&lt;br /&gt;
|-&lt;br /&gt;
|004&lt;br /&gt;
|&lt;br /&gt;
|'''Unionization'''&lt;br /&gt;
|To form a union or inspire unionization efforts within the crew.&lt;br /&gt;
|Unionization is a direct violation of all employee contracts. All employees thinking of unionization should be directed to section 154: Subheading 3 and &amp;lt;s&amp;gt;have their knee caps shattered&amp;lt;/s&amp;gt; be warned of contract termination.&lt;br /&gt;
|-&lt;br /&gt;
|007&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Failure to Present ID'''&lt;br /&gt;
|To fail to wear or otherwise display identifying information&lt;br /&gt;
|Basically, anyone that you can't see the name of gets this.&lt;br /&gt;
Gas Masked Assistant without an ID? Slap them with this. Head lose his ID in his access console and need to call for help? Slap him with this and laugh.&lt;br /&gt;
|-&lt;br /&gt;
|008&lt;br /&gt;
|[[File:CreateHazard.png|frameless]]&lt;br /&gt;
|'''Creating a Workplace Hazard'''&lt;br /&gt;
|To create a situation which may lead to the harm of others during normal operation in that department.&lt;br /&gt;
|Minor unsafe behavior can also be charged under this crime.&lt;br /&gt;
|-&lt;br /&gt;
|010&lt;br /&gt;
|&lt;br /&gt;
|'''Unauthorized Use of Recreational Drugs'''&lt;br /&gt;
|To use recreational drugs outside of authorized areas&lt;br /&gt;
|Authorized areas are the Bar, the Cafeteria, the Chapel, The Fitness Center, the Pool, Dormitories, and the Theater&lt;br /&gt;
|-&lt;br /&gt;
|011&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Fine Evasion'''&lt;br /&gt;
|To purposefully avoid or refuse to pay a legal fine.&lt;br /&gt;
|A reasonable time and notification should be given to the plaintiff.&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[File:DisruptiveComms.png|frameless]]&lt;br /&gt;
|'''Disruptive Communications'''&lt;br /&gt;
|To knowingly disrupt or needlessly populate a radio frequency with the intent to be a nuisance to users of that frequency.&lt;br /&gt;
|Radio spam bad. I'm looking at you, circuit makers.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Minor Crimes===&lt;br /&gt;
All of these crimes carry a 5 minutes sentence, with optional demotion at the relevant heads discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#b5f7b6;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|[[File:Vandalism.PNG|frameless]]&lt;br /&gt;
|'''Minor Vandalism'''&lt;br /&gt;
|To damage, destroy, or permanently deface non-critical furniture, vendors, or personal property.&lt;br /&gt;
|Large amounts of irreparable damage should be charged with Major Vandalism, Damage to critical infrastructure may be a form of Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|[[File:Assault.png|frameless]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
|To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
|This covers minor criminal uses of force, ''Without intent to seriously injure.'' That would be Aggravated Assault, or possibly a flavor of Murder.&lt;br /&gt;
Notably does not include shoving, that would be 003.&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|[[File:Disturbing the Peace.png|frameless]]&lt;br /&gt;
|'''Disturbing the Peace'''&lt;br /&gt;
|To knowingly organize a movement which disrupts the normal operations of a department.&lt;br /&gt;
|Establishing a peaceful strike or otherwise disrupting standard department order without attachment to criminal entities&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|'''Dereliction of Duty'''&lt;br /&gt;
| To willfully abandon an obligation that is critical to the vessel's continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the vessel can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entering'''&lt;br /&gt;
|Forced entry to areas where the subject does not have access to. This counts for general areas only.&lt;br /&gt;
|Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|[[File:Empathizer.png|frameless]]&lt;br /&gt;
|'''Encouragement of sympathizing Attitudes'''&lt;br /&gt;
|To openly express viewpoints or opinions sympathetic to the cause of an enemy organisation, '''in the attempt to encourage such thoughts among the wider crew.'''&lt;br /&gt;
|For non-specific variant of this see: Disturbing the peace.&lt;br /&gt;
Openly Humanising the enemy during a battle may lessen morale and fighting spirit, this must be nipped in the bud.&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|[[File:Trespassing.png|frameless]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
|To be in an area which a person has either not purposefully been admitted to, does not have access, or has been asked to leave by someone who has access to that area.&lt;br /&gt;
|Being in an area, or having access to an area is not permission to that area. This crime covers non forcible entry into areas, such as following someone through a door.&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|[[File:Negligence.png|frameless]]&lt;br /&gt;
|'''Workplace Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm, illness, or other negative effect, to another.&lt;br /&gt;
|This is the charge for the doctor that accidentally pumps pentetic acid into an oozeling, or a scientist who accidentally floods toxins with room temperature CO2 or N2O.&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|[[File:Pickpocketing.png|frameless]]&lt;br /&gt;
|'''Petty Theft'''&lt;br /&gt;
|To steal items from another’s person.&lt;br /&gt;
|Small or easily replaceable items should be charged with this, otherwise consider a higher class of theft.&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|[[File:Drug Possesion.png|frameless]]&lt;br /&gt;
|'''Possession, Illicit Substances'''&lt;br /&gt;
|The possession of illegal drugs in quantities appropriate for personal use.&lt;br /&gt;
|A pill or two of drugs is reasonable for recreational use, anything more is probably better charged as distribution.&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Misrepresentation of Authorization'''&lt;br /&gt;
|To intentionally lie or mislead others that one has orders to access restricted company resources. To deceive others to gain property or credits from other personnel.&lt;br /&gt;
|Anyone that walks up to someone and somehow manages to get access to crap they shouldn't get this and a pat on the back. Minor scams and money siphoning schemes can also apply though anything that defrauds the company should certainly have a thievery charge as well. For the prepared criminal with clown-suit and documents, see 211&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|[[File:Indecent_exposure.png|frameless]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
|To be intentionally and publicly unclothed.&lt;br /&gt;
|Running around the vessel naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Medium Crimes===&lt;br /&gt;
These crimes carry a 10 minute sentence with advised demotion at the relevant head's discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fcf4c0;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|[[File:Vandalism Personal .png|frameless]]&lt;br /&gt;
|'''Vandalism, Major'''&lt;br /&gt;
|To destroy or damage non-critical furniture, vendors, or personal property in a manor that can not be repaired.&lt;br /&gt;
|Spray painting all the lights red and wrecking tables in the bar is fun and all, but it makes it hard to figure out where the fire is, or to have a polite sip of tea.&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|'''Assault of an Officer'''&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|[[File:Vigilantism.png|frameless]]&lt;br /&gt;
|'''Vigilantism'''&lt;br /&gt;
|To perform the responsibilities and duties of military police without approval or due cause to act.&lt;br /&gt;
|Validhunting bad. Let the redshirts/squaddies do their job.&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|[[File:Insubordination-Rank.png|frameless|97x97px]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior.&lt;br /&gt;
|Obey your heads of staff if they instruct you to do something within the scope of your job.&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|[[File:BNE danger.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, Inherently Dangerous Areas'''&lt;br /&gt;
|To trespass into an area which may lead to the injury of self or others using forcible entry.&lt;br /&gt;
|Engineering spaces specifically related to reactor control, atmospherics, or toxins lab count here. This list is not exhaustive, but should not be extorted to increase sentencing.&lt;br /&gt;
|-&lt;br /&gt;
|206&lt;br /&gt;
|&lt;br /&gt;
|'''Propaganda'''&lt;br /&gt;
|Advocating for defection of the ship to a hostile faction&lt;br /&gt;
|As a reminder, Whiterapids is contracted to the Federation for the purpose of ''Fighting The Enemy'' not joining them.&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|[[File:Tresspass_Danger.png|frameless]]&lt;br /&gt;
|'''Trespass, Dangerous Area'''&lt;br /&gt;
|Trespassing in an area which may lead to the injury of self, or others.&lt;br /&gt;
|Generally this will lead to injury. See breaking and entering, and apply any of the areas for Trespassing to dangerous areas.&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|[[File:Negligent 2.png|frameless]]&lt;br /&gt;
|'''Gross Incompetence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm to multiple individuals, a department, or in a manor which directly leads to a serious injury of another person which requires emergency medical treatment.&lt;br /&gt;
|Virologists releasing spanish flu on accident, or scientists that flood science/toxins with plasma get charged here. It can also include engineers who destabilise the reactor or wander around with highly radioactive material.&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|[[File:Petty theft.png|frameless]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
|To steal equipment or items from a workplace, or items of extraordinary value from one’s person.&lt;br /&gt;
|This includes things like insulated gloves, crew pinpointers, normal ID cards, or personal items.&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|[[File:Narcotics Distribution.PNG|frameless]]&lt;br /&gt;
|'''Distribution, Illicit Substances'''&lt;br /&gt;
|The possession of dangerous or illegal drugs/equipment in a quantity greater than that which is reasonable for personal consumption.&lt;br /&gt;
|You should probably try to determine intent from additional evidence before charging someone with this.&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|[[File:Dreamseeker JYtsg049js.png|frameless]]&lt;br /&gt;
|'''Identity Fraud'''&lt;br /&gt;
|The manufacture of falsified documents or tampering with other signifiers for the purposes of; falsifying an Identity, Wearing the uniform of another department without authorization, or claiming to be reassigned to a department or command.&lt;br /&gt;
|Basically, if they don't actually work there but have a bunch of fake documents claiming they do, slap them with this. Feel free to apply trespassing for extra spice.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Major Crimes===&lt;br /&gt;
These crimes carry a 15 minute sentence. Demotion is mandatory in all cases.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffcc9c;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|301&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
|To destroy vessel assets or resources critical to normal or emergency vessel procedures, or cause sections of the vessel to become uninhabitable.&lt;br /&gt;
|Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|302&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Aggravated Assault/Attempted Murder'''&lt;br /&gt;
|To take physical action against a person with intent to grievously harm or kill.&lt;br /&gt;
|This covers criminal uses of force, with intent to seriously injure or kill. If you're going at someone with a circular saw, it doesn't matter if you're trying to ''kill'' him or just ''nearly'' kill him.&lt;br /&gt;
|-&lt;br /&gt;
|303&lt;br /&gt;
|[[File:Rioting.PNG|frameless]]&lt;br /&gt;
|'''Rioting'''&lt;br /&gt;
|To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
|It is required to declare a riot and order the crowd to disperse, failure to disperse is the crime of note here. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
|304&lt;br /&gt;
|[[File:Insubordination.PNG|frameless]]&lt;br /&gt;
|'''Interference With Department Leadership'''&lt;br /&gt;
|To significantly disrupt the Head of a department's ability to lead or coordinate.&lt;br /&gt;
|Preventing a head from accessing sections of their own department, inspiring insubordination, and publicly declaring a dereliction of duty would fall under here. &amp;lt;s&amp;gt;Apply Baton until morale improves.&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|305&lt;br /&gt;
|[[File:BnE High Sec.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, High Security Areas'''&lt;br /&gt;
|To commit trespassing into a secure area such as: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas, using forcible entry.&lt;br /&gt;
|Please note, paramedics may have to commit breaking and entry in order to perform their duties.&lt;br /&gt;
|-&lt;br /&gt;
|306&lt;br /&gt;
|[[File:SymphaticEnemy.png|frameless]]&lt;br /&gt;
|'''Enemy Sympathizer'''&lt;br /&gt;
|To openly call for action to the benefit of an enemy organisation, in the attempt to weaken the position of the ship, or strengthen the position of the enemy.&lt;br /&gt;
|Yelling HAIL THE SYNDICATE is skirting close to mutiny, but isn't quite it just yet. Once they actually start doing/sabotaging something, that's when it gets serious.&lt;br /&gt;
|-&lt;br /&gt;
|307&lt;br /&gt;
|[[File:TressHighsec.png|frameless]]&lt;br /&gt;
|'''Trespass, High Security Areas'''&lt;br /&gt;
|Trespassing in any of the following without appropriate permission or access: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|308&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|'''Manslaughter'''&lt;br /&gt;
|To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
|They didn't mean to do it but someone's dead now. It's important to remember that you may want them to fix what they've done before throwing them in the brig, in the example of medical malpractice.&lt;br /&gt;
|-&lt;br /&gt;
|309&lt;br /&gt;
| [[File:Larency.png|frameless]]&lt;br /&gt;
|'''Larceny'''&lt;br /&gt;
|To steal rare, expensive (Items of greater than 1000 credit value), or restricted equipment from secure areas or one’s person.&lt;br /&gt;
|This does not include theft of people's ID cards, which are likely to hold a value of more than 1000 credits. It does however cover ID cards which could lead into high security areas, such as the Captain's, Head of Personnel's, or Head of Security's.&lt;br /&gt;
|-&lt;br /&gt;
|310&lt;br /&gt;
|[[File:Drop Gruduction.png|frameless|96x96px]]&lt;br /&gt;
|'''Production, Illicit Substances'''&lt;br /&gt;
|To produce substances such as drugs, poisons, performance enhancers, etc without explicit written permission by the Chief Medical Officer and Captain.&lt;br /&gt;
|Including meth, crank, krokodile, etc. The mentioned written permission MUST be from the Captain AND CMO, no matter if it's the botanist or chemist.&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|[[File:CorpoFraud.png|frameless]]&lt;br /&gt;
|Impersonation of Central Command&lt;br /&gt;
|Falsify orders from or to impersonate a member of Central Command&lt;br /&gt;
|What? Do you really need an explanation?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Capital Crimes===&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, or Cyborgization.&lt;br /&gt;
&lt;br /&gt;
'''Only the Captain, XO, HoS, and Warden can authorize a Permanent Sentence.'''&lt;br /&gt;
&lt;br /&gt;
''' Only the Captain can authorize an Execution or Forced Cyborgization.'''&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffb3b3;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|401&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
|To destroy or modify vessel assets or equipment without which the vessel may collapse or otherwise become uninhabitable.&lt;br /&gt;
|This may include tampering with vessel records, purposefully detonating the reactor, destroying the SMES power storage equipment, plasma flooding, or superheating distro.&lt;br /&gt;
|-&lt;br /&gt;
|402&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|'''Murder'''&lt;br /&gt;
|To maliciously kill someone.&lt;br /&gt;
|Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;'''Unauthorised executions are classed as Murder.'''&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|'''Inciting a Riot'''&lt;br /&gt;
|To attempt to stir the crew into a riot with the intention of disrupting the functioning of the vessel.&lt;br /&gt;
|Additionally to the brigging the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
|404&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|'''Mutiny'''&lt;br /&gt;
|To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of the vessel consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|406&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Corporation'''&lt;br /&gt;
|To be a member of any of the following organizations: The syndicate, Hostile boarding parties, Wizards, Changeling Hiveminds, cults, or other non-authorized religious practitioners (heretics).&lt;br /&gt;
|Current enemies of the federation include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.&lt;br /&gt;
Please also consider that deconversion is preferable to charging under EOTC. This is a '''LAST RESORT''', and a trial must be held before conviction of personnel that were at any time on the crew manifest. Heretics are exempt from the trial requirement, and have their sentence executed without a trial.&lt;br /&gt;
|-&lt;br /&gt;
|409&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Larceny'''&lt;br /&gt;
|To steal inherently dangerous items from their storage, one’s person, or other such methods acquire through illicit means.&lt;br /&gt;
|&amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain's Antique Laser, the Captain or the HoP's ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the vessel. Remember if something is locked up in a secure area it probably should not be taken without prior permission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34858</id>
		<title>Space Law</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=34858"/>
		<updated>2022-11-13T09:11:44Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Space Law Reviewening Part 1 Lizard brain data dump&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Ambox&lt;br /&gt;
|name=This page is merely an [[IC]] roleplay suggestion&lt;br /&gt;
|type=content&lt;br /&gt;
|issue= Space Law is only a set of guidelines, meaning security &amp;lt;b&amp;gt;does NOT have to follow it.&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt; Administrators will only intervene when you are sentenced to grossly unfair times. If you get 3 minutes instead of 2, talk to the lawyer as it's considered an [[IC]] issue. &amp;lt;br&amp;gt;''If you cite Space Law in an adminhelp or anywhere outside IC communications, you will be laughed at.''&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{pp|vandalism|small=1}}&lt;br /&gt;
Space Law is a collection of rules and regulations enacted by [[Backstory#Nanotrasen|Nanotrasen]] which has oversight through [[Backstory#Central Command|CentCom]] and is enforced by the [[Security|Sec Officers]] on the vessel. Space Law applies to all ranks and positions on vessel, from the lowliest Assistant to the highest Captain, all are equal under the eyes of the Law and ultimately answer to her.&lt;br /&gt;
&lt;br /&gt;
''The rules and regulations herein are not absolutes, instead they exist to serve mainly as '''guidelines''' for the law and order of the dynamic situations that exist for vessels on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
&lt;br /&gt;
Additionally, certain modifiers might affect the punishment, they are to be appendixed as follows:&lt;br /&gt;
&lt;br /&gt;
The Severity Modifier is appended at the end of the crime code number as follows: XXX-_. It only gets applied during martial law, and as such may be highly situational, as no emergency is the same.&lt;br /&gt;
&lt;br /&gt;
The Sentence modifiers are shown in the rightmost column, they are to be appended to the right of the severity modifier as follows: XXX-S_&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
Use this to quickly find the Crime Code Numbers.&lt;br /&gt;
&lt;br /&gt;
Crime codes are made up of Category Codes (_xx), which are a collection of similar crimes on a line for ease of use, prefixed by the Severity Number (X__).&lt;br /&gt;
{| style='text-align:center; background-color:#FFFFFF;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#FFFFFF;' Width='20px'|Code&lt;br /&gt;
!0XX - Infraction&lt;br /&gt;
! style='background-color:#ffee55;' Width='200px'|1XX - Minor&lt;br /&gt;
! style='background-color:#ffaa55;' width='200px'|2XX - Medium&lt;br /&gt;
! style='background-color:#ff6655;' width='200px'|3XX - Major&lt;br /&gt;
! style='background-color:black; color:white' width='200px'|4XX - Capital&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 01&lt;br /&gt;
|Superficial Vandalism&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Minor Vandalism&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Vandalism, Major&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Sabotage&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Grand Sabotage&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 02&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Assault&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Assault Of an Officer&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Aggravated Assault/Attempted Murder&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Murder&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 03&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Disturbing the Peace&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Vigilantism&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Rioting&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Inciting a Riot&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 04&lt;br /&gt;
|Unionization&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Dereliction of Duty&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Insubordination&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Interference with Department Leadership&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Mutiny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 05&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Breaking and Entering&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Breaking and Entering, Inherently Dangerous Areas&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Breaking and Entering, High Security Areas&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 06&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Encouragement of sympathizing Attitudes&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Propaganda&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Enemy Sympathizer&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Enemy of the Corporation&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 07&lt;br /&gt;
|Failure to Present ID&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Trespass&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Trespass, Dangerous Area&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Trespass, High Security Areas&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 08&lt;br /&gt;
|Creating a Workplace Hazard&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Workplace Negligence&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Gross Incompetence&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Manslaughter&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 09&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Petty Theft&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Theft&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Larceny&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | Grand Larceny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 10&lt;br /&gt;
|Unauthorized Use of &lt;br /&gt;
Recreational Drugs&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Possession, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Distribution, Illicit Substances&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Production, Illicit Substances&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 11&lt;br /&gt;
|Fine Evasion&lt;br /&gt;
| style=&amp;quot;background:#ffee99;&amp;quot; | Misrepresentation of Authorization&lt;br /&gt;
| style=&amp;quot;background:#ffcc99;&amp;quot; | Identity Fraud&lt;br /&gt;
| style=&amp;quot;background:#ffaa99;&amp;quot; | Impersonation of Central Command&lt;br /&gt;
| style=&amp;quot;background:dimgray; color:white&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|Disruptive Communications&lt;br /&gt;
|Indecent Exposure&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Interpretation of the Law===&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the vessel. It can be the difference between a shiny pair of handcuffs and sipping Gargle Blasters in the bar. More in depth interpretations of space law are required for such positions as the Staff Judge Advocate, Warden, HoP, and the HoS. While it is unlikely that the officers will listen particularly closely to your protestations, it may be enough to lighten your sentence and avoid ill treatment by the MP.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Murder and Manslaughter can be very hard to ascertain, and you should default to the less severe one.&lt;br /&gt;
&lt;br /&gt;
Additionally, &amp;quot;stacking&amp;quot; of ''sentences'' is not allowed, and only the sentence of the most severe crime is to be applied.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on.&lt;br /&gt;
&lt;br /&gt;
'''As an example of this:'''&lt;br /&gt;
&lt;br /&gt;
An assistant walks around the ship naked, stealing IDs from multiple people and then deepfrying them after breaking into the kitchen. This happened at least a few times. The seperate instances of those crimes would be documented like this:&lt;br /&gt;
* 209 Theft | Stole multiple IDs on seperate counts. (We cannot be sure how many times it happened, as such we only mark it once and note in the description that it was done a bunch.)&lt;br /&gt;
* 105 B&amp;amp;E | Broke into the kitchen on seperate counts. (Same here.)&lt;br /&gt;
* 201 Major Vandalism | Deep fried a bunch of people's IDs. (Same here.)&lt;br /&gt;
* 212 Indecent Exposure | Constant nakedness.&lt;br /&gt;
Since he was actively running from security this entire time, the &amp;quot;G&amp;quot; sentence modifier is applied to all of them, doubling their sentences. And since we do not stack sentences, and their most severe crime is major vandalism, we give them a clean and solid 20 minute brig time.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same ''sentence'' as the person you aided as per sentence modifier H: Aiding and Abetting.&lt;br /&gt;
&lt;br /&gt;
'''Always remember, if you're unsure, go with the most lenient option. Being lenient when reasonable is a powerful tool for security, it helps greatly to have a cooperative crew on your side. You're all in this together after all.'''&lt;br /&gt;
====Brig Procedures====&lt;br /&gt;
Standard Operational Procedures for brigging are as follows:&lt;br /&gt;
#Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.&lt;br /&gt;
# Hold the prisoner over one of the genpop lockers, and empty their inventory into it.&lt;br /&gt;
#Search the items removed and be sure to check the internals box in their backpack.&lt;br /&gt;
#Confiscate any contraband and/or stolen items, as well as any tools that may be used for future crimes. &amp;lt;br&amp;gt;These are to be placed in evidence, '''not left on the brig floor or your personal use''', until they can be returned to their rightful owners.&lt;br /&gt;
#Enter their crime into the genpop interface on the wall and receive their prisoner ID card.&lt;br /&gt;
#Close and lock their locker with their ID card.&lt;br /&gt;
#Put the ID card on the prisoners ID card slot, and move them into the cell.&lt;br /&gt;
#Uncuff, stun them if they pose a danger still.&lt;br /&gt;
#Take the cuffs with you, and leave the prisoner to their sentence.&lt;br /&gt;
#Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners in permanent confinement.&lt;br /&gt;
#Permanent Prisoners are to be completely stripped of their belongings, which are to be held in either evidence or a prison locker.&lt;br /&gt;
#The prisoner is to be dressed in an Orange Prison Jumpsuit and Shoes, which are found in the prison lockers.&lt;br /&gt;
# Permanent Prisoners are not permitted to possess any personal belongings whilst they are incarcerated in the [[Prison Wing]].&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation on permanent sentences, you must take steps to provide this if possible.&lt;br /&gt;
&lt;br /&gt;
Staff Judge Advocates, and by extension the Executive Officer/Captain, exist to serve as a guiding hand and the voice of reason within the judicial process, however they have zero authority over the brig, security personnel, prisoners, or sentencing. &lt;br /&gt;
&lt;br /&gt;
The Staff Judge Advocates' security headset is a privilege not a right. Security personnel are under no requirement to listen to them and security channel abuse is to result in that privilege being revoked. &lt;br /&gt;
*If the Staff Judge Advocate continuously acts as a disruptive influence Security are fully permitted to confiscate their access, remove them from the brig and bar their future access to it.&lt;br /&gt;
In instances where a conflict of opinion arises over the sentence of a prisoner the [[Chain_of_Command|chain of command]] '''must''' be followed. This goes along the usual rank hierarchy.&lt;br /&gt;
&lt;br /&gt;
Trials are not to be performed for Timed Sentences. This is mainly for the benefit of the accused as trials will often run many times the length of the actual sentence. &lt;br /&gt;
*Trials may be performed for Capital Crimes and Permanent Detention, however there is no requirement to hold them. Forensic Evidence, Witness Testimony, or Confessions are all that is required for the Head of Security, Warden or Captain to authorize their sentence.&lt;br /&gt;
In cases where the Death Penalty is desired but the Captain or Acting-Captain is unable or unwilling to authorize the execution a trial '''is required''' to authorise the death penalty.&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the vessels Security force you are one of the best armed and protected people on the vessel, equipped with the almost latest in non-lethal takedown technology.&lt;br /&gt;
&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
There are a few circumstances where deadly force is permissible:&lt;br /&gt;
*'''General Quarters / Martial Law''' - situations which endanger the wellbeing of the vessel, such as any crime with the X Severity modifier, or the presence of highly dangerous adversaries such as Nuclear Operatives or a Space Wizard, authorise lethal force to be used if needed.&lt;br /&gt;
**A single shove does not constitute assault, not on an officer nor on anyone else. If you kill someone because of a single shove, be prepared to spend some time in the brig yourself, because you just committed manslaughter.&lt;br /&gt;
&lt;br /&gt;
*'''Non-Lethal Weapons Ineffective''' - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
*'''Severe Personal Risk''' - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
**Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
*'''Armed and Dangerous''' - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
**Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
*'''Multiple Hostiles''' - it can be extremely difficult to detain multiple hostiles. '''As a last resort''' if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
----&lt;br /&gt;
===Modifiers===&lt;br /&gt;
Circumstances that may be applied to incidents or crimes depending on circumstance.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#f3d2fc;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#d6a6e3;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|A&lt;br /&gt;
|'''Re-Education'''&lt;br /&gt;
|De-conversion of revolutionary sympathisers or cultists.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|'''Elevated Sentencing'''&lt;br /&gt;
|Scope of crimes committed or '''their repetition''' warrant raising severity by one notch. Generally applied after the third instance of a crime, reapplicable, you can imprison crew permanently(with warden/hos/xo/cap permission) if they do not show signs of stopping.&lt;br /&gt;
|Crime is counted as one(or more) severities higher than usual.&lt;br /&gt;
|-&lt;br /&gt;
| C&lt;br /&gt;
|'''Self-Defense'''&lt;br /&gt;
|Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. Do note however that persons intentionally getting involved in fights which occur in a department that isn't theirs is an act of vigilantism, this is not permitted. Leniency is advised during times of crisis.&lt;br /&gt;
|Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|D&lt;br /&gt;
|'''Cooperation with Prosecution or MPs'''&lt;br /&gt;
|Cooperation specifically when already being arrested.&lt;br /&gt;
|Notch crime severity down/lessen punishment, not applicable to capital crimes.&lt;br /&gt;
|-&lt;br /&gt;
| E&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
|Voluntarily seeking out MP officers and confessing to a crime.&lt;br /&gt;
|Notch crime severity down, consider leniency when determining punishment(When applying to native capital crimes, only release on parole with tracking implant).&lt;br /&gt;
|-&lt;br /&gt;
|F&lt;br /&gt;
|'''Insanity'''&lt;br /&gt;
|Crime comitted during an episode of mind control, hypnosis, brainwashing, etc. Perpetrator is of unstable mind, recommend medical treatment and demotion.&lt;br /&gt;
|Immediate release and medical treatment. If treatment impossible, release only with commanding officer present.&lt;br /&gt;
|-&lt;br /&gt;
|G&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
|Knowingly resisting attempts at legal detention by members of the MP team.&lt;br /&gt;
|Double sentence time.&lt;br /&gt;
|-&lt;br /&gt;
|H&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
|Knowingly helping a criminal in committing a crime, including interfering with the arrest, stealing prisoners in transit, breaking them out of prison, hiding them, providing medical care without ensuring they don’t run, etc&lt;br /&gt;
|Same sentence as original criminal.&lt;br /&gt;
|-&lt;br /&gt;
| I&lt;br /&gt;
|'''Escaped Prisoner'''&lt;br /&gt;
|Someone who has escaped their cell should be recaptured and returned to the brig.&lt;br /&gt;
|Timer reset to the full length of the original sentence.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Infractions===&lt;br /&gt;
All of these crimes carry a 100 credit fine and a reprimand.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#d1edff;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;130px&amp;quot; | Crime&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#91d5ff;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|001&lt;br /&gt;
|[[File:Superficial Vandalism.png|frameless|100x100px]]&lt;br /&gt;
|'''Superficial Vandalism'''&lt;br /&gt;
|To deface the vessel or property of another individual.&lt;br /&gt;
|Minor damage that can be repaired with space cleaner or other cosmetic only damage.&lt;br /&gt;
|-&lt;br /&gt;
|003&lt;br /&gt;
|[[File:Disorderly.png|frameless]]&lt;br /&gt;
|'''Disorderly Conduct'''&lt;br /&gt;
|To conduct ones self in a way unsuitable for the retention of one’s position.&lt;br /&gt;
|Minorly disruptive behavior that isn't otherwise illegal, such as drunkenly harassing a crewmember, shoving people around, blatantly ignoring SOP, etc.&lt;br /&gt;
|-&lt;br /&gt;
|004&lt;br /&gt;
|&lt;br /&gt;
|'''Unionization'''&lt;br /&gt;
|To form a union or inspire unionization efforts within the crew.&lt;br /&gt;
|Unionization is a direct violation of all employee contracts. All employees thinking of unionization should be directed to section 154: Subheading 3 and &amp;lt;s&amp;gt;have their knee caps shattered&amp;lt;/s&amp;gt; be warned of contract termination.&lt;br /&gt;
|-&lt;br /&gt;
|007&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Failure to Present ID'''&lt;br /&gt;
|To fail to wear or otherwise display identifying information&lt;br /&gt;
|Basically, anyone that you can't see the name of gets this.&lt;br /&gt;
Gas Masked Assistant without an ID? Slap them with this. Head lose his ID in his access console and need to call for help? Slap him with this and laugh.&lt;br /&gt;
|-&lt;br /&gt;
|008&lt;br /&gt;
|[[File:CreateHazard.png|frameless]]&lt;br /&gt;
|'''Creating a Workplace Hazard'''&lt;br /&gt;
|To create a situation which may lead to the harm of others during normal operation in that department.&lt;br /&gt;
|Minor unsafe behavior can also be charged under this crime.&lt;br /&gt;
|-&lt;br /&gt;
|010&lt;br /&gt;
|&lt;br /&gt;
|'''Unauthorized Use of Recreational Drugs'''&lt;br /&gt;
|To use recreational drugs outside of authorized areas&lt;br /&gt;
|Authorized areas are the Bar, the Cafeteria, the Chapel, The Fitness Center, the Pool, Dormitories, and the Theater&lt;br /&gt;
|-&lt;br /&gt;
|011&lt;br /&gt;
|&lt;br /&gt;
|'''Fine Evasion'''&lt;br /&gt;
|To purposefully avoid or refuse to pay a legal fine.&lt;br /&gt;
|A reasonable time and notification should be given to the plaintiff.&lt;br /&gt;
|-&lt;br /&gt;
|012&lt;br /&gt;
|[[File:FuckCats.png|frameless]]&lt;br /&gt;
|'''Disruptive Communications'''&lt;br /&gt;
|To knowingly disrupt or needlessly populate a radio frequency with the intent to be a nuisance to users of that frequency.&lt;br /&gt;
|Radio spam bad. I'm looking at you, circuit makers.&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Minor Crimes===&lt;br /&gt;
All of these crimes carry a 5 minutes sentence, with optional demotion at the relevant heads discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#b5f7b6;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#51d653;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|101&lt;br /&gt;
|[[File:Vandalism.PNG|frameless]]&lt;br /&gt;
|'''Minor Vandalism'''&lt;br /&gt;
|To damage, destroy, or permanently deface non-critical furniture, vendors, or personal property.&lt;br /&gt;
|Large amounts of irreparable damage should be charged with Major Vandalism, Damage to critical infrastructure may be a form of Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|102&lt;br /&gt;
|[[File:Assault.png|frameless]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
|To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
|This covers minor criminal uses of force, ''Without intent to seriously injure.'' That would be Aggravated Assault, or possibly a flavor of Murder.&lt;br /&gt;
Notably does not include shoving, that would be 003.&lt;br /&gt;
|-&lt;br /&gt;
|103&lt;br /&gt;
|[[File:Disturbing the Peace.png|frameless]]&lt;br /&gt;
|'''Disturbing the Peace'''&lt;br /&gt;
|To knowingly organize a movement which disrupts the normal operations of a department.&lt;br /&gt;
|Establishing a peaceful strike or otherwise disrupting standard department order without attachment to criminal entities&lt;br /&gt;
|-&lt;br /&gt;
|104&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|'''Dereliction of Duty'''&lt;br /&gt;
| To willfully abandon an obligation that is critical to the vessel's continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the vessel can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|105&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entering'''&lt;br /&gt;
|Forced entry to areas where the subject does not have access to. This counts for general areas only.&lt;br /&gt;
|Crew can still be charged with breaking &amp;amp; entry even if they do not enter the area themselves.&lt;br /&gt;
|-&lt;br /&gt;
|106&lt;br /&gt;
|[[File:Empathizer.png|frameless]]&lt;br /&gt;
|'''Encouragement of sympathizing Attitudes'''&lt;br /&gt;
|To openly express viewpoints or opinions sympathetic to the cause of an enemy organisation, '''in the attempt to encourage such thoughts among the wider crew.'''&lt;br /&gt;
|For non-specific variant of this see: Disturbing the peace.&lt;br /&gt;
Openly Humanising the enemy during a battle may lessen morale and fighting spirit, this must be nipped in the bud.&lt;br /&gt;
|-&lt;br /&gt;
|107&lt;br /&gt;
|[[File:Tresspass Danger.png|frameless]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
|To be in an area which a person has either not purposefully been admitted to, does not have access, or has been asked to leave by someone who has access to that area.&lt;br /&gt;
|Being in an area, or having access to an area is not permission to that area. This crime covers non forcible entry into areas, such as following someone through a door.&lt;br /&gt;
|-&lt;br /&gt;
|108&lt;br /&gt;
|[[File:Negligence.png|frameless]]&lt;br /&gt;
|'''Workplace Negligence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm, illness, or other negative effect, to another.&lt;br /&gt;
|This is the charge for the doctor that accidentally pumps pentetic acid into an oozeling, or a scientist who accidentally floods toxins with room temperature CO2 or N2O.&lt;br /&gt;
|-&lt;br /&gt;
|109&lt;br /&gt;
|[[File:Pickpocketing.png|frameless]]&lt;br /&gt;
|'''Petty Theft'''&lt;br /&gt;
|To steal items from another’s person.&lt;br /&gt;
|Small or easily replaceable items should be charged with this, otherwise consider a higher class of theft.&lt;br /&gt;
|-&lt;br /&gt;
|110&lt;br /&gt;
|[[File:Drug Possesion.png|frameless]]&lt;br /&gt;
|'''Possession, Illicit Substances'''&lt;br /&gt;
|The possession of illegal drugs in quantities appropriate for personal use.&lt;br /&gt;
|A pill or two of drugs is reasonable for recreational use, anything more is probably better charged as distribution.&lt;br /&gt;
|-&lt;br /&gt;
|111&lt;br /&gt;
|[[File:FineEvasion.png|frameless]]&lt;br /&gt;
|'''Misrepresentation of Authorization'''&lt;br /&gt;
|To intentionally lie or mislead others that one has orders to access restricted company resources. To deceive others to gain property or credits from other personnel.&lt;br /&gt;
|Anyone that walks up to someone and somehow manages to get access to crap they shouldn't get this and a pat on the back. Minor scams and money siphoning schemes can also apply though anything that defrauds the company should certainly have a thievery charge as well. For the prepared criminal with clown-suit and documents, see 211&lt;br /&gt;
|-&lt;br /&gt;
|112&lt;br /&gt;
|[[File:DisruptiveComms.png|frameless]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
|To be intentionally and publicly unclothed.&lt;br /&gt;
|Running around the vessel naked. The mutual degradation of chasing a naked man down while he screams rape is only worth it on slow shifts.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Medium Crimes===&lt;br /&gt;
These crimes carry a 10 minute sentence with advised demotion at the relevant head's discretion.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#fcf4c0;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#e8d55d;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|201&lt;br /&gt;
|[[File:Vandalism Personal .png|frameless]]&lt;br /&gt;
|'''Vandalism, Major'''&lt;br /&gt;
|To destroy or damage non-critical furniture, vendors, or personal property in a manor that can not be repaired.&lt;br /&gt;
|Spray painting all the lights red and wrecking tables in the bar is fun and all, but it makes it hard to figure out where the fire is, or to have a polite sip of tea.&lt;br /&gt;
|-&lt;br /&gt;
|202&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|'''Assault of an Officer'''&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible.&lt;br /&gt;
|-&lt;br /&gt;
|203&lt;br /&gt;
|[[File:Vigilantism.png|frameless]]&lt;br /&gt;
|'''Vigilantism'''&lt;br /&gt;
|To perform the responsibilities and duties of military police without approval or due cause to act.&lt;br /&gt;
|Validhunting bad. Let the redshirts/squaddies do their job.&lt;br /&gt;
|-&lt;br /&gt;
|204&lt;br /&gt;
|[[File:Insubordination-Rank.png|frameless|97x97px]]&lt;br /&gt;
|'''Insubordination,'''&lt;br /&gt;
|To knowingly disobey a lawful order from a superior.&lt;br /&gt;
|Obey your heads of staff if they instruct you to do something within the scope of your job.&lt;br /&gt;
|-&lt;br /&gt;
|205&lt;br /&gt;
|[[File:BNE danger.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, Inherently Dangerous Areas'''&lt;br /&gt;
|To trespass into an area which may lead to the injury of self or others using forcible entry.&lt;br /&gt;
|Engineering spaces specifically related to reactor control, atmospherics, or toxins lab count here. This list is not exhaustive, but should not be extorted to increase sentencing.&lt;br /&gt;
|-&lt;br /&gt;
|207&lt;br /&gt;
|[[File:TressHighsec.png|frameless]]&lt;br /&gt;
|'''Trespass, Dangerous Area'''&lt;br /&gt;
|Trespassing in an area which may lead to the injury of self, or others.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|208&lt;br /&gt;
|[[File:Negligent 2.png|frameless]]&lt;br /&gt;
|'''Gross Incompetence'''&lt;br /&gt;
|To be negligent in one’s duty to an extent that it may cause harm to multiple individuals, a department, or in a manor which directly leads to a serious injury of another person which requires emergency medical treatment.&lt;br /&gt;
|Virologists releasing spanish flu on accident, or scientists that flood science/toxins with plasma get charged here. It can also include engineers who destabilise the reactor or wander around with highly radioactive material.&lt;br /&gt;
|-&lt;br /&gt;
|209&lt;br /&gt;
|[[File:Petty theft.png|frameless]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
|To steal equipment or items from a workplace, or items of extraordinary value from one’s person.&lt;br /&gt;
|This includes things like insulated gloves, crew pinpointers, normal ID cards, or personal items.&lt;br /&gt;
|-&lt;br /&gt;
|210&lt;br /&gt;
|[[File:Narcotics Distribution.PNG|frameless]]&lt;br /&gt;
|'''Distribution, Illicit Substances'''&lt;br /&gt;
|The possession of dangerous or illegal drugs/equipment in a quantity greater than that which is reasonable for personal consumption.&lt;br /&gt;
|You should probably try to determine intent from additional evidence before charging someone with this.&lt;br /&gt;
|-&lt;br /&gt;
|211&lt;br /&gt;
|[[File:Dreamseeker JYtsg049js.png|frameless]]&lt;br /&gt;
|'''Identity Fraud'''&lt;br /&gt;
|The manufacture of falsified documents or tampering with other signifiers for the purposes of; falsifying an Identity, Wearing the uniform of another department without authorization, or claiming to be reassigned to a department or command.&lt;br /&gt;
|Basically, if they don't actually work there but have a bunch of fake documents claiming they do, slap them with this. Feel free to apply trespassing for extra spice.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Major Crimes===&lt;br /&gt;
These crimes carry a 15 minute sentence. Demotion is mandatory in all cases.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffcc9c;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#fc9535;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|301&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
|To destroy vessel assets or resources critical to normal or emergency vessel procedures, or cause sections of the vessel to become uninhabitable.&lt;br /&gt;
|Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
|302&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Aggravated Assault/Attempted Murder'''&lt;br /&gt;
|To take physical action against a person with intent to grievously harm or kill.&lt;br /&gt;
|This covers criminal uses of force, with intent to seriously injure or kill. If you're going at someone with a circular saw, it doesn't matter if you're trying to ''kill'' him or just ''nearly'' kill him.&lt;br /&gt;
|-&lt;br /&gt;
|303&lt;br /&gt;
|[[File:Rioting.PNG|frameless]]&lt;br /&gt;
|'''Rioting'''&lt;br /&gt;
|To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
|It is required to declare a riot and order the crowd to disperse, failure to disperse is the crime of note here. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
|304&lt;br /&gt;
|[[File:Insubordination.PNG|frameless]]&lt;br /&gt;
|'''Interference With Department Leadership'''&lt;br /&gt;
|To significantly disrupt the Head of a department's ability to lead or coordinate.&lt;br /&gt;
|Preventing a head from accessing sections of their own department, inspiring insubordination, and publicly declaring a dereliction of duty would fall under here. &amp;lt;s&amp;gt;Apply Baton until morale improves.&amp;lt;/s&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|305&lt;br /&gt;
|[[File:BnE High Sec.png|frameless]]&lt;br /&gt;
|'''Breaking and Entering, High Security Areas'''&lt;br /&gt;
|To commit trespassing into a secure area such as: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas, using forcible entry.&lt;br /&gt;
|Please note, paramedics may have to commit breaking and entry in order to perform their duties.&lt;br /&gt;
|-&lt;br /&gt;
|306&lt;br /&gt;
|[[File:SymphaticEnemy.png|frameless]]&lt;br /&gt;
|'''Enemy Sympathizer'''&lt;br /&gt;
|To openly call for action to the benefit of an enemy organisation, in the attempt to weaken the position of the ship, or strengthen the position of the enemy.&lt;br /&gt;
|Yelling HAIL THE SYNDICATE is skirting close to mutiny, but isn't quite it just yet. Once they actually start doing/sabotaging something, that's when it gets serious.&lt;br /&gt;
|-&lt;br /&gt;
|307&lt;br /&gt;
|&lt;br /&gt;
|'''Trespass, High Security Areas'''&lt;br /&gt;
|Trespassing in any of the following without appropriate permission or access: Command areas, Personal offices, Weapons storage, weapon production, explosive storage, explosive production, or other high security areas.&lt;br /&gt;
|The clown is not legally allowed to trail the captain into the bridge unless it is for a prank according to their Standard Operating Procedures.&lt;br /&gt;
|-&lt;br /&gt;
|308&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|'''Manslaughter'''&lt;br /&gt;
|To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
|They didn't mean to do it but someone's dead now. It's important to remember that you may want them to fix what they've done before throwing them in the brig, in the example of medical malpractice.&lt;br /&gt;
|-&lt;br /&gt;
|309&lt;br /&gt;
| [[File:Larency.png|frameless]]&lt;br /&gt;
|'''Larceny'''&lt;br /&gt;
|To steal rare, expensive (Items of greater than 1000 credit value), or restricted equipment from secure areas or one’s person.&lt;br /&gt;
|This does not include theft of people's ID cards, which are likely to hold a value of more than 1000 credits. It does however cover ID cards which could lead into high security areas, such as the Captain's, Head of Personnel's, or Head of Security's.&lt;br /&gt;
|-&lt;br /&gt;
|310&lt;br /&gt;
|[[File:Drop Gruduction.png|frameless|96x96px]]&lt;br /&gt;
|'''Production, Illicit Substances'''&lt;br /&gt;
|To produce substances such as drugs, poisons, performance enhancers, etc without explicit written permission by the Chief Medical Officer and Captain.&lt;br /&gt;
|Including meth, crank, krokodile, etc. The mentioned written permission MUST be from the Captain AND CMO, no matter if it's the botanist or chemist.&lt;br /&gt;
|-&lt;br /&gt;
|311&lt;br /&gt;
|[[File:CorpoFraud.png|frameless]]&lt;br /&gt;
|Impersonation of Central Command&lt;br /&gt;
|Falsify orders from or to impersonate a member of Central Command&lt;br /&gt;
|What? Do you really need an explanation?&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
===Capital Crimes===&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, or Cyborgization.&lt;br /&gt;
&lt;br /&gt;
'''Only the Captain, XO, HoS, and Warden can authorize a Permanent Sentence.'''&lt;br /&gt;
&lt;br /&gt;
''' Only the Captain can authorize an Execution or Forced Cyborgization.'''&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#ffb3b3;&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;20px&amp;quot; |Code&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;1px&amp;quot; |&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;130px&amp;quot; |Crime&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff4040;&amp;quot; width=&amp;quot;300px&amp;quot; |Notes&lt;br /&gt;
|-&lt;br /&gt;
|401&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
|To destroy or modify vessel assets or equipment without which the vessel may collapse or otherwise become uninhabitable.&lt;br /&gt;
|This may include tampering with vessel records, purposefully detonating the reactor, destroying the SMES power storage equipment, plasma flooding, or superheating distro.&lt;br /&gt;
|-&lt;br /&gt;
|402&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|'''Murder'''&lt;br /&gt;
|To maliciously kill someone.&lt;br /&gt;
|Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;'''Unauthorised executions are classed as Murder.'''&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|'''Inciting a Riot'''&lt;br /&gt;
|To attempt to stir the crew into a riot with the intention of disrupting the functioning of the vessel.&lt;br /&gt;
|Additionally to the brigging the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant.&lt;br /&gt;
|-&lt;br /&gt;
|404&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|'''Mutiny'''&lt;br /&gt;
|To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of the vessel consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|406&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Corporation'''&lt;br /&gt;
|To be a member of any of the following organizations: The syndicate, Hostile boarding parties, Wizards, Changeling Hiveminds, cults, or other non-authorized religious practitioners (heretics).&lt;br /&gt;
|Current enemies of the federation include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie.&lt;br /&gt;
Please also consider that deconversion is preferable to charging under EOTC. This is a '''LAST RESORT''', and a trial must be held before conviction of personnel that were at any time on the crew manifest. Heretics are exempt from the trial requirement, and have their sentence executed without a trial.&lt;br /&gt;
|-&lt;br /&gt;
|409&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Larceny'''&lt;br /&gt;
|To steal inherently dangerous items from their storage, one’s person, or other such methods acquire through illicit means.&lt;br /&gt;
|&amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain's Antique Laser, the Captain or the HoP's ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the vessel. Remember if something is locked up in a secure area it probably should not be taken without prior permission.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=34840</id>
		<title>Department Standard Operating Procedure: Service/Civilian</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=34840"/>
		<updated>2022-10-29T19:44:07Z</updated>

		<summary type="html">&lt;p&gt;Altangy: SoP The Reviewening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;==&lt;br /&gt;
===[[File:Janitor.png|64px]][[Janitor]]===&lt;br /&gt;
'''Duty: Keeping the ship clean and replacing lights where needed.'''&lt;br /&gt;
# If the Janitor's work leaves any surface slippery, they are to place wet floor signs, either physical or holographic.&lt;br /&gt;
# The Janitor is not to use Cleaning Foam Grenades as pranking implements. Cleaning Foam Grenades are to be used to clean large surfaces at once, only.&lt;br /&gt;
===[[File:Generic_barman.png|64px]][[Bartender]]===&lt;br /&gt;
'''Duty: Providing beverages in the bar/Hosting social gatherings for morale.'''&lt;br /&gt;
# The Bartender is not permitted to use or visibly display their shotgun outside the bar. However, they may obtain permission from the Head of Security or Warden to shorten the barrel to allow for easier and concealed transportation. Shortening the barrel without authorization is grounds for confiscation of the Bartender's shotgun.&lt;br /&gt;
# The Bartender is permitted to use their shotgun on unruly bar patrons in order to throw them out if they are being disruptive. They are not, however, permitted to apply lethal force.&lt;br /&gt;
# The Bartender is not permitted to possess lethal shotgun ammunition. Only beanbag slugs are permitted.&lt;br /&gt;
# The Bartender, after exercising their right to remove unruly patrons, must notify Security with a brief description of the incident.&lt;br /&gt;
# The Bartender is exempt from legal ramifications when dutifully removing unruly (e.g. overtly hostile) patrons from the Bar, provided, of course, they followed Guidelines 2 and 4.&lt;br /&gt;
===[[File:Generic_chef.png|64px]][[Cook]]===&lt;br /&gt;
'''Duty: Providing food in the bar/Hosting social gatherings for morale.'''&lt;br /&gt;
# The Chef is not permitted to use the corpses of deceased personnel for meat unless given specific permission from the Chief Medical Officer. Patrons must be informed that the food contains said meat.&lt;br /&gt;
# The Chef is permitted to use Ambrosia and other such light narcotics in the production of food, as long as patrons are aware the food contains it.&lt;br /&gt;
# The Chef is not permitted to cook food that can harm or kill crewmembers.&lt;br /&gt;
===[[File:Botanist.png|64px]][[Botanist]]===&lt;br /&gt;
'''Duty: Growing food plants for the cook/bartender, and other beneficial plants.'''&lt;br /&gt;
# Botanists are permitted to grow and distribute light narcotics such as Ambrosia.&lt;br /&gt;
# Botanists are not permitted to grow deadly or harmful produce.&lt;br /&gt;
===[[File:Generic_clown.png|64px]][[Clown]]===&lt;br /&gt;
'''Duty: Improving morale through application of non-disruptive pranks and humor.'''&lt;br /&gt;
# The Clown is not permitted to interfere with active Security duty, or in any way endanger other personnel.&lt;br /&gt;
# The Clown is not permitted to hold anything but water in their sunflower.&lt;br /&gt;
# The Clown must legitimately attempt to be funny and/or entertaining. The joke is supposed to be funny for people besides the Clown.&lt;br /&gt;
# The Clown is permitted to, and freely exempt from any consequences of, performing any harmless prank that does not directly conflict with the above Guidelines.&lt;br /&gt;
# The Clown with the assistance of other crew members, namely the chemists and botanists, may provide and deal light recreational drugs.&lt;br /&gt;
# The Clown is further allowed to imbibe legal recreational drugs in an attempt to channel the Honkmother.&lt;br /&gt;
===[[File:Generic_lawyer.png|64px]][[Lawyer|Staff Judge Advocate]]===&lt;br /&gt;
'''Duty: Serving as consultant in SOP/Space law matters, and representing prisoners and ensuring their rights.'''&lt;br /&gt;
# Staff Judge Advocates can overrule anyone in all matters concerning the interpretation of Space Law and SOP. This does not extend to Emergency Response Teams, Central Command Officials or direct Central Command communications.&lt;br /&gt;
# Once the Staff Judge Advocate has decided on an interpretation, they must not change it without majority command agreement.&lt;br /&gt;
# Staff Judge Advocates are not above Space Law. Similarly, they cannot overrule Security on a sentence imposed against themselves.&lt;br /&gt;
# Staff Judge Advocates are to ensure that Standard Operating Procedure is being properly followed, when applicable, and to contact the relevant Head of Staff when it is not.&lt;br /&gt;
# Staff Judge Advocates are to attempt to resolve all Standard Operating Procedure issues locally before contacting Command. If a valid report is ignored by the relevant Head of Staff, the Executive Officer is to be contacted. If the Executive Officer ignores the report, then the Captain must be contacted instead.&lt;br /&gt;
# Staff Judge Advocates are only to provide legal representation for personnel facing a Capital Sentence. They should, however, ensure that their timed sentence is applied correctly, and alert Security if it is not. &lt;br /&gt;
# Prisoners may not request a trial or legal representation unless they have been charged with a Felony or Capital crime, or they believe they have been wrongly mistreated under Department Standard Operating Procedure: Security.&lt;br /&gt;
# Judge Advocates are permitted to provide legal advice for Security and prisoners, as well as investigating whether or not arrests were done properly.&lt;br /&gt;
# Staff Judge Advocates must request permission from any potential client before serving as their legal representative, as said client may choose to either represent themselves, or request someone else.&lt;br /&gt;
# Staff Judge Advocates are not to deliberately halt or slow down prisoner processing or ongoing investigations. If Security is acting in a demonstrably incompetent manner, contacting the Head of Security or the Executive Officer is highly recommended. If more information about the crime in question is needed, Agents should wait until the person in question was brigged.&lt;br /&gt;
===[[File:Generic_librarian.png|64px]][[Librarian]]===&lt;br /&gt;
'''Duty: Attending the local library and ensuring manuals and other documentation is available. Providing a boost in morale by offering entertaining books.'''&lt;br /&gt;
# The Librarian is to keep at least one shelf stocked with books for crewmembers.&lt;br /&gt;
# The Librarian is permitted to conduct journalism in any part of the ship, with permission from the relevant department head.&lt;br /&gt;
===[[File:Generic_chaplain.png|64px]][[Chaplain]]===&lt;br /&gt;
'''Duty: Providing the crew with spiritual advice and offering counsel.'''&lt;br /&gt;
# The Chaplain is not permitted to execute Bible Healing without consent, unless the person in question is in critical condition and there are no Medical Doctors, as doing so incurs the risk of causing brain damage.&lt;br /&gt;
# The Chaplain may not draw the Null Rod or any of its variants on any personnel. Using these items on any personnel is grounds to have these items confiscated, unless there is a clear and present danger to their life.&lt;br /&gt;
# The Chaplain may not actively discriminate against any personnel on the grounds that it is a religious tenet of their particular faith.&lt;br /&gt;
# The Chaplain may freely conduct funerals for non-cloneable personnel.&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
===Janitor===&lt;br /&gt;
# The Janitor may not make any surface slippery during Conditions 2 or 1.&lt;br /&gt;
===Bartender===&lt;br /&gt;
# Depending on the situation, the distribution of strong alcoholic beverages is no longer allowed.&lt;br /&gt;
===Clown===&lt;br /&gt;
# Guidelines 4 and 5 no longer apply.&lt;br /&gt;
# The Clown is not to interrupt ship operations with potentially disruptive pranks unless invited to do so by participating crew.&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
===All Roles:===&lt;br /&gt;
'''Duty: See general SOP for Condition 1.'''&lt;br /&gt;
# Perform your assigned duty to the best of your abilities.&lt;br /&gt;
&lt;br /&gt;
=== Clown ===&lt;br /&gt;
&lt;br /&gt;
# The Clown is to assist with combat operations.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;==&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
===All Roles:===&lt;br /&gt;
'''Duty: See general SOP for Condition Zebra.'''&lt;br /&gt;
# Perform your assigned duty to the best of your abilities.&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=34839</id>
		<title>Department Standard Operating Procedure: Medical</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=34839"/>
		<updated>2022-10-29T19:34:57Z</updated>

		<summary type="html">&lt;p&gt;Altangy: SoP The Reviewening: More than just formatting for medical edition&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
=Medbay Departmental SOP:=&lt;br /&gt;
=[[File:Feline cmo.gif|64px]][[Chief Medical Officer]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating the medical department and ensuring every doctor knows what they’re doing.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on medicine related matters.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times.&lt;br /&gt;
# The Chief Medical Officer is permitted to carry a telescopic baton and a flash. In case Genetic Powers need to be forcefully removed, they are cleared to carry a Syringe Gun.&lt;br /&gt;
# The Chief Medical Officer is not permitted to allow the creation of overtly hazardous chemicals in Chemistry without express consent from either the Captain or Head Of Security, except of course when created as an intermediary product.&lt;br /&gt;
# The Chief Medical Officer is not permitted to allow the release of any virus without a full list of its symptoms, as well as the creation of a vaccine, to be kept in a secure location. The virus may not have any harmful symptoms whatsoever, though neutral/harmless symptoms are permitted. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer and the Captain.&lt;br /&gt;
# The Chief Medical Officer must make sure that any cloneable corpses are, in fact, cloned.&lt;br /&gt;
# Medical Doctors must maintain the entirety of Medbay in an hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# In the event of a viral outbreak, the Chief Medical Officer may grant the Virologist temporary authority over the rest of the Medical personnel.&lt;br /&gt;
# The chief medical officer must ensure that medbay is at all times ready to handle the following situations in large scale:&lt;br /&gt;
* Viral outbreaks.&lt;br /&gt;
* Radiation sickness.&lt;br /&gt;
* Bleeding &amp;amp; Brute damage.&lt;br /&gt;
* Burns and Husked personnel.&lt;br /&gt;
* Mass Casualty Events&lt;br /&gt;
* Mass Poisoning&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The Chief Medical Officer must ensure that all critical personnel and departments are receiving adequate medical attention if needed.&lt;br /&gt;
# If loss of life is widespread, the Chief Medical Officer may want to transition most medical staff into more fluid, paramedic-like assignments, providing broad first aid to the ship as a whole.&lt;br /&gt;
# If such is the case, the Chief Medical Officer has to ensure that critical machinery(the cloner, chemistry, sleepers) is manned and ready for use at all times.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The Chief Medical Officer is to don a space-capable hardsuit, preferably their own, and needs to maintain a constant supply of oxygen.&lt;br /&gt;
# The Chief Medical Officer must ensure that their doctors are not suffocating, and must see to their recovery at once if such is the case.&lt;br /&gt;
# The Chief Medical Officer must ensure that a sufficient amount of brute/oxygen healing chems are available for distribution&lt;br /&gt;
=[[File:FelineMedicalDoctor.png|64px]][[Medical Doctor]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To provide medical aid to all who require it.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Though not mandatory, it is highly recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients.&lt;br /&gt;
# Medical Doctors must ensure there is at least one (1) Defibrillator available for use, at all times, next to or near the Sleepers/Stasis beds.&lt;br /&gt;
# Medical Doctors must maintain the entirety of Medbay in a hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
# Medical Doctors must place all corpses inside body bags, and the Morgue Trays must be correctly tagged.&lt;br /&gt;
# Medical Doctors must, together with Geneticists and Chemists, make sure that Cloning is stocked with Synthflesh.&lt;br /&gt;
# Medical Doctors must make sure that the Morgue does not contain cloneable corpses.&lt;br /&gt;
# Medical Doctors must certify that all cloned personnel are treated for cellular damage, brain damage, and possible mutations after being cloned. An exception is made if the Cloning Pod was fully upgraded by Science&lt;br /&gt;
# Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment, If an asystolic patient must be left unattended for any period of time for any reason, they are to be buckled to a Stasis Bed if needed until such time as they can be treated.&lt;br /&gt;
# Medical Doctors must stabilize patients before delivering them to Surgery, except in the case of a corpse being repaired for resuscitation.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Medical doctors may not leave the medbay unattended&lt;br /&gt;
# Medical doctors must, in the absence of paramedics, keep watch on the crew monitor and make sure any wounded personnel receive medical care.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Medical doctors must enforce strict triage discipline, and ensure that critical personnel are revived as fast as possible.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Medical doctors must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Medical doctors must carry oxygen deprivation medicine/kits at all times.&lt;br /&gt;
=[[File:ParaTori.gif|64px]][[Paramedic]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To rescue wounded personnel from dangerous areas, to render first aid as a first responder.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Paramedics are not permitted to perform Field Surgery unless there are no available Medical Doctors or the Operating Rooms are unusable.&lt;br /&gt;
# Paramedics are permitted to perform Surgical Procedures inside an Operating Room. However, Doctors should take precedence.&lt;br /&gt;
# Paramedics are fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay.&lt;br /&gt;
# Paramedics must stabilize all patients before bringing them to the Medical Bay. If the patient presents with large blood loss, they are to be rushed to medical post haste.&lt;br /&gt;
# In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedics must ensure that said patient is brought to Cloning, and Medbay is notified.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Paramedics must carry, at all times, enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Paramedics should prioritize retrieval above all else, and may be allowed to let a patient die if such would accelerate retrieval.&lt;br /&gt;
# The use of performance enhancing drugs is permitted if need be to ensure swift retrieval.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Paramedics must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Paramedics must ensure that they are carrying enough medication to handle large scale brute/burn/oxyloss.&lt;br /&gt;
=[[File:Chemist_action.png|64px]][[Chemist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To provide medication and chems to the doctors and patients, and to ensure cryogenics is stocked with suitable chems.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Chemists are not allowed to do the following without written orders by the CMO or captain:&lt;br /&gt;
## Chemists are not permitted to experiment with explosive mixtures.&lt;br /&gt;
## Chemists are not permitted to experiment with poisonous mixtures and/or narcotics.&lt;br /&gt;
## Chemists are not permitted to experiment with Life or other Omnizine-derived mixtures apart from Omnizine or Strange Reagent.&lt;br /&gt;
# Chemists are not permitted to produce alcoholic beverages.&lt;br /&gt;
# Chemists must, together with Geneticists and Medical Doctors, ensure that Cloning is stocked with Synthflesh.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Chemists must ensure that the Medical Fridge is stocked with at least enough medication to handle Brute, Burn, Respiratory, Toxic and Brain damage. Failure to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Chemists are not allowed to leave Chemistry unattended if the Medical Fridge is devoid of Medication, except in such a case as Chemistry is unusable.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Chemists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Chemists must ensure that the Chemistry Fridge is stocked with enough medication to handle large scale brute/oxyloss.&lt;br /&gt;
=[[File:Virologist.png|64px]][[Virologist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The curing of non-beneficial pathogens and outbreaks, and the research of beneficial viral pathogens.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Virologists must always wear adequate protection (such as a Biosuit and Internals for Airborne Viruses) when handling infected personnel and Test Animals. Exception is made for IPC Virologists, for obvious reasons.&lt;br /&gt;
# Virologists must only test viral samples on the provided Test Animals. Said Test Animals are to be maintained inside their pen, and disposed of via Virology's Disposals Chutes if dead, to prevent possible contamination. In addition, the Virologist may not, under any circumstances whatsoever, leave Virology while infected by a Viral Pathogen that spreads by Contact or Airborne means, unless permitted by the Chief Medical Officer.&lt;br /&gt;
# Virologists may not, under any circumstance whatsoever, release an active virus without prior consent from the Chief Medical Officer. Contact and/or Airborne viruses may only be released with consent from the Chief Medical officer and Captain. In the event a Contact and/or Airborne virus is released, the crew must be informed, and Vaccines should be ready for any personnel that choose to opt out of being infected.&lt;br /&gt;
# Virologists must ensure that all Viral Samples are kept on their person at all times, or at the very least in a secure location (such as the Virology Fridge).&lt;br /&gt;
# All visitors to Virology must be warned if there is an active Airborne/Contact Viral Pathogen being tested. This includes Medical Personnel.&lt;br /&gt;
# Virologists must work together with Medical Staff, especially Chemistry, if there is a cure that requires manufacturing.&lt;br /&gt;
# In the event of a lethal Viral Outbreak, the Virologist must work together with the Chief Medical Officer and/or Chemists and/or Bartender to produce a cure.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# All Guidelines carry over from condition 3&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# All Guidelines carry over from condition 3&lt;br /&gt;
# Virologists must help out with general first aid unless a viral outbreak is present.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Virologists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Virologists must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
=[[File:Geneticist_action.png|64px]][[Geneticist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The research of genetic mutations in order to enable better performance of the crew in their tasks.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Geneticists are not permitted to ignore Cloning, and must provide mutadone when required, as well as humanized animals if required for Surgery. In addition, the Geneticist must, together with Chemists and Medical Doctors, make sure that Cloning is stocked with Synthflesh.&lt;br /&gt;
# Geneticists are permitted to test Genetic Powers on themselves. However, they are not to utilize these powers on any crew members, nor abuse them to obtain items/personnel outside their access.&lt;br /&gt;
# Geneticists are permitted to grant Genetic Powers to Command Staff at their discretion, provided prior permission is requested and granted. All staff must be warned of the full effects of the Injector. The Geneticist is not, however, obligated to grant powers, unless the Research Director/Chief Medical Officer issues a direct order.&lt;br /&gt;
# Geneticists are not permitted to grant Powers to non-Command Staff without express verbal consent from the Research Director/Chief Medical Officer. Both the Chief Medical Officer and the Research Director maintain full authority to forcefully remove these Powers if they are abused.&lt;br /&gt;
# Geneticists must place all discarded humanized animals in the Morgue. It is recommended that said discarded humanized animals be directed to the Crematorium;&lt;br /&gt;
# Geneticists are not permitted to provide body doubles, unless the Research Director approves it. In addition, Security is to be notified of all doubles.&lt;br /&gt;
# Geneticists are not permitted to alter personnel’s UI Status, unless it has been previously tampered with by hostile elements, or permission is given.&lt;br /&gt;
# Geneticists are not permitted to use sentient humanoids as test subjects unless the sentient humanoid has granted their permission, on paper, signed, and witnessed by a third party.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Geneticists must prioritize cloning above experimentation, and when able, should help out in medbay to their best abilities.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# All Guidelines carry over from condition 3. In regards to Guideline 4, the Geneticist is now permitted to grant Powers to Security personnel, under the same conditions as detailed in Guideline 3.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Geneticists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Geneticists must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Medbay Situational SOP:=&lt;br /&gt;
=[[File:OpTable.gif|64px]] [[Surgery|Surgical Procedures]]=&lt;br /&gt;
# Medical personnel must wear a sterile mask and latex gloves, and a surgery apron when available.&lt;br /&gt;
# Medical personnel must keep the operating room in a hygienic condition at all times to prevent infection.&lt;br /&gt;
# Medical personnel must wash their hands before and after operating on each patient, and dispose of and change or sterilize gloves.&lt;br /&gt;
# Medical personnel are to use either anesthetics or sedatives (for species that cannot breathe anesthetics) during surgical procedures. Exception is made if the patient requests otherwise.&lt;br /&gt;
# Medical personnel are not to remove any legal implants (such as loyalty or tracking implants) from the patient, unless requested by Security.&lt;br /&gt;
# Medical personnel may not bring surgical tools outside of the operating room, If surgery tools are needed elsewhere, they are required to obtain approval from the CMO or make new tools from the medbay autolathe.&lt;br /&gt;
# Medical personnel must inform Security of any appearance-altering surgeries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:L3locker.png|64px]]Viral Outbreak Procedures=&lt;br /&gt;
# The implementation of Viral Outbreak Procedures requires authorization from the Chief Medical Officer or the Captain.&lt;br /&gt;
# All Medical personnel are to contribute in fighting the outbreak if there are no other critical patients requiring assistance. Eliminating the viral threat becomes the number one priority.&lt;br /&gt;
# Crewmembers are to be informed of known symptoms, and directed to Medbay immediately if they are suffering from them.&lt;br /&gt;
# All infected crewmembers are to be confined to either an isolated room or Virology.&lt;br /&gt;
# A blood sample is to be taken from an infected crewmember, for study and development of a cure.&lt;br /&gt;
# If any infected crewmember attempts to leave containment, Medbay quarantine is to be initiated immediately, and only lifted when more patients need to be admitted, or the viral outbreak is over.&lt;br /&gt;
# Once antibodies are produced, they are to be replicated, then handed out to all infected crewmembers.&lt;br /&gt;
# In case the viral pathogen leads to fluid leakage, cleaning these fluids is to be considered top priority.&lt;br /&gt;
# The Chief Medical Officer has the authority to place sections of the ship under quarantine during the outbreak, to be enforced by Security.&lt;br /&gt;
# Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
# Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
# Once the viral outbreak is over, all crewmembers are to return to regular duties and all quarantines are lifted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:Morgue_tray.png|64px]] Corpse Disposal Procedures=&lt;br /&gt;
# For the sake of hygiene, Medical personnel should wear a sterile mask and latex gloves while handling corpses.&lt;br /&gt;
# All corpses must be placed in body bags.&lt;br /&gt;
# Cause of death should be reasonably certain, and security should be informed of any notable corpses.&lt;br /&gt;
# Medical personnel must ensure that Security-based DNR notices (such as executed personnel, for instance) are respected.&lt;br /&gt;
# Medical personnel must ensure that every ID,PDA or Headset from unclonable and DNR designated bodies is delivered to either the relevant Head of Staff, or the Executive Officer.&lt;br /&gt;
# Medical personnel must attempt to clone all revivable corpses at least once before disposing of the corpse, unless in violation of Guideline 4.&lt;br /&gt;
# If the body is unclonable, the brain is to be removed from the body and attempted to be scanned and cloned.&lt;br /&gt;
# Medical personnel may not take any items from cloneable corpses. However, if any contraband is discovered, Security must be notified.&lt;br /&gt;
# If applicable, a body is to be harvested of all available and usable organs aside from the brain.&lt;br /&gt;
# Medical personnel must notify the Chaplain of any unclonable corpses and provide said corpses as requested for funerals.&lt;br /&gt;
# Medical personnel must dispose of corpses by placing them in the Morgue, cremating them, otherwise storing or spacing them. Placing them in the Morgue is the primary method. Do not use one of the other options unless the Morgue is full, unsafe, or nonexistent.&lt;br /&gt;
# Do not throw corpses into the disposal shoots without notifying both Supply staff and Security staff.&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=34838</id>
		<title>Department Standard Operating Procedure: Medical</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Medical&amp;diff=34838"/>
		<updated>2022-10-29T19:30:55Z</updated>

		<summary type="html">&lt;p&gt;Altangy: SoP The Reviewening: Deletion of the &amp;quot;The&amp;quot;s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
=Medbay Departmental SOP:=&lt;br /&gt;
=[[File:Feline cmo.gif|64px]][[Chief Medical Officer]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating the medical department and ensuring every doctor knows what they’re doing.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on medicine related matters.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# The Chief Medical Officer is permitted to carry a regular Defibrillator or a Compact Defibrillator on their person at all times.&lt;br /&gt;
# The Chief Medical Officer is permitted to carry a telescopic baton and a flash. In case Genetic Powers need to be forcefully removed, they are cleared to carry a Syringe Gun.&lt;br /&gt;
# The Chief Medical Officer is not permitted to allow the creation of poisonous or explosive mixtures in Chemistry without express consent from the Captain, except of course in situations where Chemical Implants are required.&lt;br /&gt;
# The Chief Medical Officer is not permitted to allow the release of any virus without a full list of its symptoms, as well as the creation of a vaccine, to be kept in a secure location. The virus may not have any harmful symptoms whatsoever, though neutral/harmless symptoms are permitted. Contact and/or airborne viruses may only be released with consent from the Chief Medical officer and the Captain.&lt;br /&gt;
# The Chief Medical Officer must make sure that any cloneable corpses are, in fact, cloned.&lt;br /&gt;
# Medical Doctors must maintain the entirety of Medbay in an hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# In the event of a viral outbreak, the Chief Medical Officer may grant the Virologist temporary authority over the rest of the Medical personnel.&lt;br /&gt;
# The chief medical officer must ensure that medbay is at all times ready to handle the following situations in large scale:&lt;br /&gt;
* Viral outbreaks.&lt;br /&gt;
* Radiation sickness.&lt;br /&gt;
* Bleeding &amp;amp; Brute damage.&lt;br /&gt;
* Burns and Husked personnel.&lt;br /&gt;
* Mass Casualty Events&lt;br /&gt;
* Mass Poisoning&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The Chief Medical Officer must ensure that all critical personnel and departments are receiving adequate medical attention if needed.&lt;br /&gt;
# If loss of life is widespread, the Chief Medical Officer may want to transition most medical staff into more fluid, paramedic-like assignments, providing broad first aid to the ship as a whole.&lt;br /&gt;
# If such is the case, the Chief Medical Officer has to ensure that critical machinery(the cloner, chemistry, sleepers) is manned and ready for use at all times.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The Chief Medical Officer is to don a space-capable hardsuit, preferably their own, and needs to maintain a constant supply of oxygen.&lt;br /&gt;
# The Chief Medical Officer must ensure that their doctors are not suffocating, and must see to their recovery at once if such is the case.&lt;br /&gt;
# The Chief Medical Officer must ensure that a sufficient amount of brute/oxygen healing chems are available for distribution&lt;br /&gt;
=[[File:FelineMedicalDoctor.png|64px]][[Medical Doctor]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To provide medical aid to all who require it.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Though not mandatory, it is recommended that Doctors wear Sterile Masks and Latex/Nitrile gloves when handling patients.&lt;br /&gt;
# Medical Doctors must ensure there is at least one (1) Defibrillator available for use, at all times, next to or near the Sleepers/Stasis beds.&lt;br /&gt;
# Medical Doctors must maintain the entirety of Medbay in a hygienic state. This includes, but is not limited to, cleaning organic residue, fluids and corpses.&lt;br /&gt;
# Medical Doctors must place all corpses inside body bags, and the Morgue Trays must be correctly tagged.&lt;br /&gt;
# Medical Doctors must, together with Geneticists and Chemists, make sure that Cloning is stocked with Synthflesh.&lt;br /&gt;
# Medical Doctors must make sure that the Morgue does not contain cloneable corpses.&lt;br /&gt;
# Medical Doctors must certify that all cloned personnel are treated for cellular damage, brain damage, and possible mutations after being cloned. An exception is made if the Cloning Pod was fully upgraded by Science&lt;br /&gt;
# Medical Doctors are not permitted to leave Medbay to perform recreational activities if there are unattended patients requiring treatment, If an asystolic patient must be left unattended for any period of time for any reason, they are to be buckled to a Stasis Bed if needed until such time as they can be treated.&lt;br /&gt;
# Medical Doctors must stabilize patients before delivering them to Surgery, except in the case of a corpse being repaired for resuscitation.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Medical doctors may not leave the medbay unattended&lt;br /&gt;
# Medical doctors must, in the absence of paramedics, keep watch on the crew monitor and make sure any wounded personnel receive medical care.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Medical doctors must enforce strict triage discipline, and ensure that critical personnel are revived as fast as possible.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Medical doctors must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Medical doctors must carry oxygen deprivation medicine/kits at all times.&lt;br /&gt;
=[[File:ParaTori.gif|64px]][[Paramedic]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To rescue wounded personnel from dangerous areas, to render first aid as a first responder.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Paramedics are not permitted to perform Field Surgery unless there are no available Medical Doctors or the Operating Rooms are unusable.&lt;br /&gt;
# Paramedics are permitted to perform Surgical Procedures inside an Operating Room. However, Doctors should take precedence.&lt;br /&gt;
# Paramedics are fully permitted to carry a Defibrillator on their person at all times, provided they leave at least one (1) Defibrillator for use in Medbay.&lt;br /&gt;
# Paramedics must stabilize all patients before bringing them to the Medical Bay. If the patient presents with large blood loss, they are to be rushed to medical post haste.&lt;br /&gt;
# In such a case as a patient is found dead, and cannot be brought back via Defibrillation, the Paramedics must ensure that said patient is brought to Cloning, and Medbay is notified.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Paramedics must carry, at all times, enough materials to provide for adequate first aid of all Major Injury Types (Brute, Burn, Toxic, Respiratory).&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Paramedics should prioritize retrieval above all else, and may be allowed to let a patient die if such would accelerate retrieval.&lt;br /&gt;
# The use of performance enhancing drugs is permitted if need be to ensure swift retrieval.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Paramedics must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Paramedics must ensure that they are carrying enough medication to handle large scale brute/burn/oxyloss.&lt;br /&gt;
=[[File:Chemist_action.png|64px]][[Chemist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''To provide medication and chems to the doctors and patients, and to ensure cryogenics is stocked with suitable chems.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Chemists are not allowed to do the following without written orders by the CMO or captain:&lt;br /&gt;
## Chemists are not permitted to experiment with explosive mixtures.&lt;br /&gt;
## Chemists are not permitted to experiment with poisonous mixtures and/or narcotics.&lt;br /&gt;
## Chemists are not permitted to experiment with Life or other Omnizine-derived mixtures apart from Omnizine or Strange Reagent.&lt;br /&gt;
# Chemists are not permitted to produce alcoholic beverages.&lt;br /&gt;
# Chemists must, together with Geneticists and Medical Doctors, ensure that Cloning is stocked with Synthflesh.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Chemists must ensure that the Medical Fridge is stocked with at least enough medication to handle Brute, Burn, Respiratory, Toxic and Brain damage. Failure to follow this Guideline within thirty (30) minutes is to be considered a breach of Standard Operating Procedure.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Chemists are not allowed to leave Chemistry unattended if the Medical Fridge is devoid of Medication, except in such a case as Chemistry is unusable.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Chemists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Chemists must ensure that the Chemistry Fridge is stocked with enough medication to handle large scale brute/oxyloss.&lt;br /&gt;
=[[File:Virologist.png|64px]][[Virologist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The curing of non-beneficial pathogens and outbreaks, and the research of beneficial viral pathogens.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Virologists must always wear adequate protection (such as a Biosuit and Internals for Airborne Viruses) when handling infected personnel and Test Animals. Exception is made for IPC Virologists, for obvious reasons.&lt;br /&gt;
# Virologists must only test viral samples on the provided Test Animals. Said Test Animals are to be maintained inside their pen, and disposed of via Virology's Disposals Chutes if dead, to prevent possible contamination. In addition, the Virologist may not, under any circumstances whatsoever, leave Virology while infected by a Viral Pathogen that spreads by Contact or Airborne means, unless permitted by the Chief Medical Officer.&lt;br /&gt;
# Virologists may not, under any circumstance whatsoever, release an active virus without prior consent from the Chief Medical Officer. Contact and/or Airborne viruses may only be released with consent from the Chief Medical officer and Captain. In the event a Contact and/or Airborne virus is released, the crew must be informed, and Vaccines should be ready for any personnel that choose to opt out of being infected.&lt;br /&gt;
# Virologists must ensure that all Viral Samples are kept on their person at all times, or at the very least in a secure location (such as the Virology Fridge).&lt;br /&gt;
# All visitors to Virology must be warned if there is an active Airborne/Contact Viral Pathogen being tested. This includes Medical Personnel.&lt;br /&gt;
# Virologists must work together with Medical Staff, especially Chemistry, if there is a cure that requires manufacturing.&lt;br /&gt;
# In the event of a lethal Viral Outbreak, the Virologist must work together with the Chief Medical Officer and/or Chemists and/or Bartender to produce a cure.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# All Guidelines carry over from condition 3&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# All Guidelines carry over from condition 3&lt;br /&gt;
# Virologists must help out with general first aid unless a viral outbreak is present.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Virologists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Virologists must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
=[[File:Geneticist_action.png|64px]][[Geneticist]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The research of genetic mutations in order to enable better performance of the crew in their tasks.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Geneticists are not permitted to ignore Cloning, and must provide mutadone when required, as well as humanized animals if required for Surgery. In addition, the Geneticist must, together with Chemists and Medical Doctors, make sure that Cloning is stocked with Synthflesh.&lt;br /&gt;
# Geneticists are permitted to test Genetic Powers on themselves. However, they are not to utilize these powers on any crew members, nor abuse them to obtain items/personnel outside their access.&lt;br /&gt;
# Geneticists are permitted to grant Genetic Powers to Command Staff at their discretion, provided prior permission is requested and granted. All staff must be warned of the full effects of the Injector. The Geneticist is not, however, obligated to grant powers, unless the Research Director/Chief Medical Officer issues a direct order.&lt;br /&gt;
# Geneticists are not permitted to grant Powers to non-Command Staff without express verbal consent from the Research Director/Chief Medical Officer. Both the Chief Medical Officer and the Research Director maintain full authority to forcefully remove these Powers if they are abused.&lt;br /&gt;
# Geneticists must place all discarded humanized animals in the Morgue. It is recommended that said discarded humanized animals be directed to the Crematorium;&lt;br /&gt;
# Geneticists are not permitted to provide body doubles, unless the Research Director approves it. In addition, Security is to be notified of all doubles.&lt;br /&gt;
# Geneticists are not permitted to alter personnel’s UI Status, unless it has been previously tampered with by hostile elements, or permission is given.&lt;br /&gt;
# Geneticists are not permitted to use sentient humanoids as test subjects unless the sentient humanoid has granted their permission, on paper, signed, and witnessed by a third party.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Geneticists must prioritize cloning above experimentation, and when able, should help out in medbay to their best abilities.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# All Guidelines carry over from condition 3. In regards to Guideline 4, the Geneticist is now permitted to grant Powers to Security personnel, under the same conditions as detailed in Guideline 3.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Geneticists must wear a vacuum-safe suit and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# Geneticists must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Medbay Situational SOP:=&lt;br /&gt;
=[[File:OpTable.gif|64px]] [[Surgery|Surgical Procedures]]=&lt;br /&gt;
# Medical personnel must wear a sterile mask and latex gloves, and a surgery apron when available.&lt;br /&gt;
# Medical personnel must keep the operating room in a hygienic condition at all times to prevent infection.&lt;br /&gt;
# Medical personnel must wash their hands before and after operating on each patient, and dispose of and change or sterilize gloves.&lt;br /&gt;
# Medical personnel are to use either anesthetics or sedatives (for species that cannot breathe anesthetics) during surgical procedures. Exception is made if the patient requests otherwise.&lt;br /&gt;
# Medical personnel are not to remove any legal implants (such as loyalty or tracking implants) from the patient, unless requested by Security.&lt;br /&gt;
# Medical personnel may not bring surgical tools outside of the operating room, If surgery tools are needed elsewhere, they are required to obtain approval from the CMO or make new tools from the medbay autolathe.&lt;br /&gt;
# Medical personnel must inform Security of any appearance-altering surgeries.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:L3locker.png|64px]]Viral Outbreak Procedures=&lt;br /&gt;
# The implementation of Viral Outbreak Procedures requires authorization from the Chief Medical Officer or the Captain.&lt;br /&gt;
# All Medical personnel are to contribute in fighting the outbreak if there are no other critical patients requiring assistance. Eliminating the viral threat becomes the number one priority.&lt;br /&gt;
# Crewmembers are to be informed of known symptoms, and directed to Medbay immediately if they are suffering from them.&lt;br /&gt;
# All infected crewmembers are to be confined to either an isolated room or Virology.&lt;br /&gt;
# A blood sample is to be taken from an infected crewmember, for study and development of a cure.&lt;br /&gt;
# If any infected crewmember attempts to leave containment, Medbay quarantine is to be initiated immediately, and only lifted when more patients need to be admitted, or the viral outbreak is over.&lt;br /&gt;
# Once antibodies are produced, they are to be replicated, then handed out to all infected crewmembers.&lt;br /&gt;
# In case the viral pathogen leads to fluid leakage, cleaning these fluids is to be considered top priority.&lt;br /&gt;
# The Chief Medical Officer has the authority to place sections of the ship under quarantine during the outbreak, to be enforced by Security.&lt;br /&gt;
# Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
# Quarantine must be maintained until the outbreak is contained and resolved.&lt;br /&gt;
# Once the viral outbreak is over, all crewmembers are to return to regular duties and all quarantines are lifted.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:Morgue_tray.png|64px]] Corpse Disposal Procedures=&lt;br /&gt;
# For the sake of hygiene, Medical personnel should wear a sterile mask and latex gloves while handling corpses.&lt;br /&gt;
# All corpses must be placed in body bags.&lt;br /&gt;
# Cause of death should be reasonably certain, and security should be informed of any notable corpses.&lt;br /&gt;
# Medical personnel must ensure that Security-based DNR notices (such as executed personnel, for instance) are respected.&lt;br /&gt;
# Medical personnel must ensure that every ID,PDA or Headset from unclonable and DNR designated bodies is delivered to either the relevant Head of Staff, or the Executive Officer.&lt;br /&gt;
# Medical personnel must attempt to clone all revivable corpses at least once before disposing of the corpse, unless in violation of Guideline 4.&lt;br /&gt;
# If the body is unclonable, the brain is to be removed from the body and attempted to be scanned and cloned.&lt;br /&gt;
# Medical personnel may not take any items from cloneable corpses. However, if any contraband is discovered, Security must be notified.&lt;br /&gt;
# If applicable, a body is to be harvested of all available and usable organs aside from the brain.&lt;br /&gt;
# Medical personnel must notify the Chaplain of any unclonable corpses and provide said corpses as requested for funerals.&lt;br /&gt;
# Medical personnel must dispose of corpses by placing them in the Morgue, cremating them, otherwise storing or spacing them. Placing them in the Morgue is the primary method. Do not use one of the other options unless the Morgue is full, unsafe, or nonexistent.&lt;br /&gt;
# Do not throw corpses into the disposal shoots without notifying both Supply staff and Security staff.&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=34837</id>
		<title>Department Standard Operating Procedure: Engineering</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Engineering&amp;diff=34837"/>
		<updated>2022-10-29T19:25:12Z</updated>

		<summary type="html">&lt;p&gt;Altangy: SoP The Reviewening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
=[[File:GlowyCe.png|64px]][[Chief Engineer]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinate engineering in maintaining the integrity of the vessel.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on engineering related matters.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# The Chief Engineer is responsible for the setup, maintenance, and condition of the engine(s). The results of incorrect setup or misuse is their responsibility.&lt;br /&gt;
# The Chief Engineer must ensure that the engine(s) are running and supplying power to the ship before any further action is taken by themselves or their team.&lt;br /&gt;
# The Chief Engineer is permitted to carry a telescopic baton and a flash for use in self-defense.&lt;br /&gt;
# The Chief Engineer, along with the Research Director, is responsible for maintaining the integrity of Telecommunications. Together they must diagnose and repair any issues that arise.&lt;br /&gt;
# The Chief Engineer is responsible for the setup, maintenance and integrity of the ship's Atmospherics Systems. Repairs due to battle damage or similar must be repaired in a timely manner. &lt;br /&gt;
# The Chief Engineer must keep the ship Blueprints in a safe location at all times.&lt;br /&gt;
# The Chief Engineer is not permitted to order the construction of additional engines (such as additional SM/Tesla/Singularity engines, or solar panels) until at least one engine is correctly set up and powering the ship, unless doing so is required to compensate for battle damage or similar casualties. &lt;br /&gt;
# The Chief Engineer may not approve projects which render areas of the ship outside engineering hazardous without express approval of the Captain. Exceptions are to be made if the project takes place within engineering and happens to render nearby hull or rooms hazardous.&lt;br /&gt;
# The Chief Engineer may not approve projects in areas he does not have jurisdiction over without express approval of the presiding persons or permission of the Captain.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The Chief Engineer may declare an area &amp;quot;Condemned&amp;quot;, if it is damaged to the point where repairs cannot reasonably be completed within an acceptable frame of time. Priority of repair is to be given to areas critical to the continued function of the ship. Medical holds the highest priority, followed by the bridge (if there is no battle-bridge), Engineering and Weapons dept. Areas that have been condemned or designated lower priority will have their atmospherics system turned off so as to preserve the ships air supply.&lt;br /&gt;
# The Chief Engineer is not to permit any further building permits.&lt;br /&gt;
# The Chief Engineer must ensure that the ship alarm monitor is being monitored regularly.&lt;br /&gt;
# The Chief Engineer is not permitted to order the construction of additional engines, unless required to compensate for damage.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The Chief Engineer must ensure that the shields/APNW are manned and functioning.&lt;br /&gt;
# The Chief Engineer must coordinate their Engineers/Atmospheric technicians with the Executive Officer and the damage control squads if possible.&lt;br /&gt;
# The Chief Engineer must ensure that the engines are running properly, and regularly inspect Atmospherics for damage.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The Chief Engineer is to don a space-capable hardsuit, preferably their own, and need to maintain a constant supply of oxygen.&lt;br /&gt;
# The Chief Engineer must ensure that the cause of the alert is swiftly dealt with wherever it may occur.&lt;br /&gt;
# The Chief Engineer must coordinate with the Executive Officer to ensure proper cooperation between their Engineers and the Damage control squads.&lt;br /&gt;
=[[File:Moth Engineer.png|64px]][[Ship Engineer]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Maintain the systems of the ship, repair broken sections or machines.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Ship Engineers may not make major engineering modifications before the SMES units are charging, and the mission is underway.&lt;br /&gt;
# Ship Engineers must ensure that critical ship systems such as power, hull plating, telecommunications, and the FTL drive are operational at all times and repair damage to these systems as fast as possible.&lt;br /&gt;
# Ship Engineers are permitted to carry out personal projects. Refer to Chief Engineer Guidelines 3:8 and 3:9 for areas outside of engineering.&lt;br /&gt;
# Ship Engineers must periodically check on the engine(s).&lt;br /&gt;
# Ships Engineers must work with Atmospherics Technicians to respond promptly to breaches.&lt;br /&gt;
# All Hazard Zones must be reported to the cognizant department, or the ship as a whole if it is in a public area.&lt;br /&gt;
# All Hazard Zones must be cordoned off with Engineering Holobarriers or Atmospherics Holofans.&lt;br /&gt;
# Ship Engineers should not perform the work of Atmospheric Technicians while active Atmospheric Technicians are available, unless it is urgent. &lt;br /&gt;
# Engineering is not permitted to reset protocols on a department tech fab to research topics without contacting the research department.&lt;br /&gt;
# Engineering should not siphon all the resources out of a tech fab, as other departments still need to use these materials.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Ship Engineers must remain available to maintain the functionality of the engine/APNW/shields at any time. &lt;br /&gt;
# Ships Engineers must coordinate with Atmospherics Technicians repair breaches in order of the importance of the breached area to the functionality of the ship. Medical holds the highest priority, followed by the bridge (if there is no battle-bridge), Engineering and Weapons department. Areas that have been condemned or designated lower priority will have their atmospherics system turned off so as to preserve the ships air supply.&lt;br /&gt;
# Ships Engineers should report general tasking and intended or current destination on the engineering channel for coordination purposes.&lt;br /&gt;
# All Hazard Zones must no longer be cordoned off with Engineering Holobarriers or Atmospherics Holofans.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Ship Engineers are no longer permitted to carry out personal projects.&lt;br /&gt;
# Ship Engineers are permitted to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs.&lt;br /&gt;
# All Engines, the APNW, and shields must be vigilantly looked after throughout the battle.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Ship Engineers are to don space-capable suits, preferably their own, and need to maintain a constant supply of oxygen.&lt;br /&gt;
# Ship Engineers must coordinate with the damage control squads via orders from the CE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:AtomsTech.png|64px]][[Atmospheric Technician]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Maintain the Atmosphere aboard the ship, fix small breaches and repressurize areas that are unlivable, Fix fire damage.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Atmospheric Technicians are permitted to modify the Atmospherics piping setup as they see fit, as long as no harmful gasses are released or pumped into the ship’s air supply.&lt;br /&gt;
# Atmospheric Technicians are permitted to carry out personal projects. Refer to Chief Engineer Guidelines 3:8 and 3:9 for areas outside of engineering.&lt;br /&gt;
# Atmospheric Technicians are not permitted to tamper with the default values on Air Alarms except for fixing problems or enabling the filtration of harmful gasses.&lt;br /&gt;
# Atmospheric Technicians shall coordinate with the ship’s Engineers to respond promptly to piping and ship breaches. Failure to report within fifteen (15) minutes will be considered a breach of Standard Operating Procedure, unless there are no spare Atmospheric Technicians to report, or an Engineer has arrived on scene first.  &lt;br /&gt;
# All Hazard Zones must be reported to the cognizant department, or the ship as a whole if it is in a public area.&lt;br /&gt;
# All Hazard Zones must be cordoned off with Engineering Holobarriers or Atmospherics Holofans.&lt;br /&gt;
# Atmospheric Technicians should not perform the work of Ship Engineers while active Ship Engineers are available, unless it is urgent.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Atmos technicians must isolate air to breached compartments, and restore air to those compartments when repairs are completed.&lt;br /&gt;
# Atmospherics Technicians must coordinate with Ships Engineers to repair breaches in order of the importance of the breached area to the functionality of the ship. Medical holds the highest priority, followed by the bridge (if there is no battle-bridge), Engineering and Weapons dept. &lt;br /&gt;
# Atmospherics Technicians should report general tasking and intended or current destination on the engineering channel for coordination purposes.&lt;br /&gt;
# All Hazard Zones must no longer be cordoned off with Engineering Holobarriers or Atmospherics Holofans.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Atmospheric Technicians are permitted, but not encouraged, to hack doors to gain unauthorized access to locations if said locations happen to require urgent repairs.&lt;br /&gt;
# Atmospheric Technicians are no longer permitted to carry out personal projects.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Atmospheric Technicians are to don space-capable suits, preferably their own, and need to maintain a constant supply of oxygen.&lt;br /&gt;
# Atmospheric Technicians must coordinate with the damage control squads via orders from the CE.&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Munitions&amp;diff=34836</id>
		<title>Department Standard Operating Procedure: Munitions</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Munitions&amp;diff=34836"/>
		<updated>2022-10-29T19:01:35Z</updated>

		<summary type="html">&lt;p&gt;Altangy: SoP The Reviewening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
==[[File:MAA.png|64x64px]][[Master at Arms]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating the munitions department and ensuring every technician knows what they’re doing.'''&lt;br /&gt;
&lt;br /&gt;
'''Assisting the captain in making decisions on munition related matters.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# The MAA is responsible for keeping the ship's weaponry in a good condition and a battle-ready state.&lt;br /&gt;
# The MAA must ensure that no workplace hazards are created in the Weapons Bay.&lt;br /&gt;
# The MAA must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against a MAA breaking this guideline.&lt;br /&gt;
# Despite being in charge of Fighter Pilots and the Hangar Bay, the MAA should delegate the day-to-day overseeing of fighters and the hangar to the Air Traffic Controller. The MAA, however, still has authority over them.&lt;br /&gt;
# The MAA is permitted to carry a self-defense weapon, in the form of their police baton.&lt;br /&gt;
# The MAA may only use their security gasmask's hailer and signal dispatch function in case of emergency.&lt;br /&gt;
# The MAA may freely take on projects aimed at expanding and improving the ship's weaponry. Do note that keeping the ship's already existing weaponry in a battle-ready state should take priority over building new ones. They should also inform the MTs about the project.&lt;br /&gt;
# The MAA may freely deconstruct existing weaponry, although a good reason must be provided.&lt;br /&gt;
# The MAA is not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MAA receives permission from the Captain.&lt;br /&gt;
# The MAA is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The MAA should ensure that the fighters are always ready to launch.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The MAA should always keep the CIC informed on the weapons status, preferably on the Command radio channel.&lt;br /&gt;
# The MAA is not allowed to take over the Cargo department's work without express permission of the Quartermaster or Captain by temporarily suspending all non-critical orders.&lt;br /&gt;
# The MAA may order anyone he deems a disruption to loading operations to be removed from the Munitions bay by force.&lt;br /&gt;
# Ensuring the fighting capacity of existing weaponry should be prioritized above weapon expansion projects.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The MAA must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat, the MAA may send his Munitions Technicians on damage control duty around the ship.&lt;br /&gt;
==[[file:generic_mt.png]][[Munitions Technician]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Loading the guns and producing missiles/torpedoes, maintaining weapons systems.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# MTs must minimize the number of active heat sources and fires, such as welding tools, cigars, etc. when working near torpedos, missiles, naval artillery munitions and propellants.&lt;br /&gt;
# MTs should take care to store any and all munitions in storage facilities, to reduce the effect of a potential accident.&lt;br /&gt;
# MTs must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against MTs breaking this guideline.&lt;br /&gt;
# MTs may freely take on projects aimed at expanding and improving the ship's weaponry, after they ask for and gain permission from the MAA. Do note that keeping the ship's already existing weaponry in a battle ready state should take priority over building new ones.&lt;br /&gt;
# MTs may deconstruct existing weaponry with the permission of the MAA or Captain.&lt;br /&gt;
# MTs are not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MT receives permission from the Captain.&lt;br /&gt;
# MTs are allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.&lt;br /&gt;
# MTs must provide a supply or a probe torpedo for cargo and research, should the need arise for them. Freight torpedoes are not to be loaded into VLS tubes, instead must be given to cargo.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
MTs must ensure that all weapons are loaded and ready for battle at any time.&lt;br /&gt;
MTs should provide the Fighter Pilots with missiles and torpedoes, though AMS systems may take priority depending on the orders of command staff.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# MTs must ensure the fighting capacity of existing weaponry. Armament projects outside of reloading and reaming are to be paused unless vital to combating the immediate threat.&lt;br /&gt;
# MTs assigned to assist pilots in rearm and repair operations should coordinate with ATC&lt;br /&gt;
# MTs may freely man the Gauss Cannons during battle, although loading of the main guns is to be prioritized.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# MTs must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat, the Munitions Technicians may be sent on damage control duty around the ship if ordered so by the MAA.&lt;br /&gt;
==[[file:generic_atc.png]][[Air Traffic Controller]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Coordinating all flights of on-board launched aircraft and incoming vessels.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# The ATC is responsible for operating the ship's Magnetic Catapults and keeping the CIC up to date about the status of the Fighters and their Pilots, preferably through the Command radio channel.&lt;br /&gt;
# The ATC should keep one spare Aircraft Tug key on his person at all times, for usage in case of other keys going missing.&lt;br /&gt;
# The ATC may go on training flights with Pilots, but they must receive permission from the MAA beforehand.&lt;br /&gt;
# The ATC must notify the CIC about all flights of Pilots, and, should CIC veto that flight, the ATC mustn't launch said Pilots.&lt;br /&gt;
# The ATC may freely assist in building new fighters, and repairing existing ones.&lt;br /&gt;
# The ATC may request missiles and torpedoes from Munitions, however, such requests may be denied. The ATC should also take care to handle these armaments in a safe manner.&lt;br /&gt;
# The ATC is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Hangar.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The ATC must assist in keeping the Fighters and the Hangar Bay supplied and in good condition.&lt;br /&gt;
# The ATC may no longer go on training flights with pilots.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# The ATC may not leave the Hangar bay and go into battle in a fighter until combat is over.&lt;br /&gt;
# The ATC must keep the CIC updated on the status of the Fighters at all times.&lt;br /&gt;
# The ATC may launch combat aircraft at their discretion.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# ATC must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat or otherwise needed, ATC must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;br /&gt;
==[[file:generic_pilot.png]][[Fighter Pilot]]==&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Fly Ship-launched fightercraft. Maintain their fightercraft.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
# Pilots may freely claim a Fighter for themselves and utilize it in combat. However, the MAA/ATC can overrule such a claim if they provide good reason for it.&lt;br /&gt;
# Pilots may go on training flights, but they must first request permission from the Bridge/ATC.&lt;br /&gt;
# Pilots may not damage the Hangar Bay and/or their fighters by not utilizing the tug when transporting fighters.&lt;br /&gt;
# Pilots may request missiles and torpedoes from Munitions, however, such requests may be denied. Pilots should also take care to handle these armaments in a safe manner.&lt;br /&gt;
# Pilots may scrap a Fighter not claimed by another Pilot for spare parts, however, they must first request permission from the MAA/ATC. When doing so, care should be taken to keep at least one fighter in good condition for late arriving pilots.&lt;br /&gt;
# Pilots may freely build new fighters, however, keeping the already existing ones in good condition should take a priority.&lt;br /&gt;
# Pilots must ensure that there is at least one hardsuit left for newly arriving Pilots.&lt;br /&gt;
# If flying, Pilots must maximize their suit sensors at all times, to allow recovery in space by medical teams, in case of accidents.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Pilots are responsible for keeping their fighters in a battle-ready state at all times.&lt;br /&gt;
# Training flights should be withheld until Condition 2 is over, though can still occur with permission from CIC/ATC.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Unused Fighters may not be scrapped, so that if a Pilot loses their Fighter, they are not stranded in the Hangar.&lt;br /&gt;
# Pilots may no longer build new fighters if one is already available&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
# Pilots must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.&lt;br /&gt;
# If not in combat or otherwise needed, Pilots must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Command&amp;diff=34835</id>
		<title>Department Standard Operating Procedure: Command</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Command&amp;diff=34835"/>
		<updated>2022-10-29T18:47:26Z</updated>

		<summary type="html">&lt;p&gt;Altangy: SoP The Reviewening&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=These are In-Character Guidelines&lt;br /&gt;
|Note=&amp;lt;font size='2'&amp;gt;[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.&amp;lt;/font&amp;gt;&lt;br /&gt;
|Color=#0398fc&lt;br /&gt;
|Image=Docs blue.png&lt;br /&gt;
}}&lt;br /&gt;
=[[File:Captain_action.png|64px]][[Captain]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The captain is to command the ships operation from the bridge, they may involve themselves directly, it is however advised to let the XO handle most departmental problems.'''&lt;br /&gt;
&lt;br /&gt;
'''The Captain must ensure the combat readiness of the vessel.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
#The Captain may not change the alert level to circumvent any laws or Standard Operating Procedure Guidelines. The alert level must always be set to the appropriate level.&lt;br /&gt;
# The Captain is subject to [[Space Law]].&lt;br /&gt;
# The Captain is not permitted to perform regular Security duty. However, they may still assist Security if they see a crime being committed.&lt;br /&gt;
# If a department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position.&lt;br /&gt;
#The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the department. Said Acting Head of Staff must be a member of the department they are to lead with the exception of cases where none are available. When this is the case, a crewmember from another department may be appointed to the position, under the condition they resign when a more suitable candidate becomes available.&lt;br /&gt;
#The Captain may not fire or demote any Head of Staff without reasonable justification (ie: incompetency, criminal activity, repeatedly breaking Standard Operating Procedure, or otherwise any action that endangers/compromises the ship and/or crew) or during an engagement with hostile forces.&lt;br /&gt;
#The Captain must have the approval of at least two Heads of Staff to modify the AI’s lawset. The Captain must order the AI to state their new laws immediately after uploading them. This Guideline is null if the ship lacks two Heads of Staff or if the change is merely to reset the AIs laws.&lt;br /&gt;
# The Captain is to ensure that [[Space Law]] is being appropriately enforced by the Head of Security and their officers.&lt;br /&gt;
#The Captain may only order the execution of a crewmember in compliance with [[Space Law]].&lt;br /&gt;
#The Captain is only allowed to carry their designated command glock, telescopic baton, and their ceremonial weapons such as their ion sabre or similar.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
#The captain may request basic security gear (Pepper Spray, Stunbaton, Taser) for protection of themselves and the bridge; such equipment must be returned after CONDITION 3 is resumed.&lt;br /&gt;
#The captain may outfit bridge staff with stun batons or pepper spray if they deem it necessary, such equipment must be returned after CONDITION 3 is resumed.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
#The Captain must stay on the bridge at all times to oversee the engagement, delegating off-bridge tasks to the Executive Officer.&lt;br /&gt;
#The Captain may carry lethal weapons to protect the CIC from potential harm.&lt;br /&gt;
#If not in combat, the captain must announce the reason for entering General Quarters, and delegate resources to fixing the reason for the alarm, they may order the XO to do so in their stead if needed.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
#The captain is to don a space-capable hardsuit, preferably their own, and needs to maintain a constant supply of oxygen.&lt;br /&gt;
#The captain must announce the reason for entering CONDITION ZEBRA, and delegate resources to fixing said reason, they may order the XO to do so in their stead if needed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_hop.png|64px]][[Executive Officer]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''The Executive Officer must ensure smooth operation in and between departments.'''&lt;br /&gt;
&lt;br /&gt;
'''Though the Executive Officer has the authority to do so, it is advised not to directly interfere in a head’s department, they should instead consult with the relevant head.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
#The Executive Officer must inform the relevant Head of Staff when giving a crewmember a job in their department.&lt;br /&gt;
#The Executive Officer may not grant themself or anyone else all access.&lt;br /&gt;
#The Executive Officer should not grant someone access to an additional department if said department is staffed (e.g. don’t give Shaft Miners access to Science while Scientists are already doing research). However, the Executive Officer can transfer crewmembers to other departments in compliance with Guideline 1.&lt;br /&gt;
#The Executive Officer may not fire or demote any crewmember without authorization from the relevant Head of Staff, unless they have violated [[Space Law]] or Department Standard Operating Procedure.&lt;br /&gt;
#The Executive Officer is free to utilize paperwork at their discretion.&lt;br /&gt;
#The Executive Officer should report to their desk when a crewmember requests it.&lt;br /&gt;
#The Executive Officer is in charge of Supply, however, it is recommended to let the Quartermaster handle things.&lt;br /&gt;
#The Executive Officer is bound to the same Guidelines regarding ordering crates as the Quartermaster and Cargo Technicians.&lt;br /&gt;
#The Executive Officer is not permitted to perform Security duty.&lt;br /&gt;
#The Executive Officer is only allowed to carry their designated command glock, telescopic baton, and their ceremonial weapons such as their ion sabre or similar.&lt;br /&gt;
#The Executive Officer must follow the same Head of Staff promotion/demotion Guidelines as the Captain, in addition to seeking approval from the captain.&lt;br /&gt;
#The Executive Officer may assign squads to needed duties, and is to ensure crew members are in squads that are appropriate for their normal jobs.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
#The Executive Officer may request basic security gear (Pepper Spray, Stunbaton, Taser) for protection, such equipment must be returned after CONDITION 3 is resumed.&lt;br /&gt;
#The Executive Officer may demote or detain a crewmember if they are significantly, maliciously or otherwise, hampering the combat readiness of the vessel, they are to be handed off to security as soon as possible, where they must be dealt with according to [[Space Law]].&lt;br /&gt;
#The Executive Officer should not enforce undue standards of paperwork. Expediency should take precedence over bureaucracy.&lt;br /&gt;
#The Executive Officer may order any legal crate if such is needed to ensure the combat readiness of the vessel.&lt;br /&gt;
#The Executive Officer is to ensure operation of squads, and must coordinate their efforts with their pager.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
#The Executive Officer may carry lethal weapons to deal with threats to the ships combat readiness, but will be held accountable for their actions after the alert level has been lowered.&lt;br /&gt;
#The Executive Officer may demote and or detain a head of staff if they are significantly or maliciously hampering the combat readiness of the vessel. It is required to seek captains approval before preforming a demotion in this way&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
#The Executive Officer is to don a space-capable suit, and needs to maintain a constant supply of oxygen.&lt;br /&gt;
#The Executive Officer needs to assign damage control squads and coordinate with engineering to deal with damage or breaches.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=[[File:Felinid bridgestaff.png|64px]][[Bridge Staff]]=&lt;br /&gt;
'''Higher alert levels overwrite SOP of lower ones.'''&lt;br /&gt;
===Duty:===&lt;br /&gt;
'''Bridge Staff control the Helm and Tactical consoles, they are to engage the enemy on the captain's orders.'''&lt;br /&gt;
&lt;br /&gt;
'''They also chart routes and perform jumps, they dodge incoming fire and coordinate attacks with each other.'''&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;CONDITION 3 - RELAXED OPERATIONS&amp;lt;/span&amp;gt;===&lt;br /&gt;
#Bridge Staff may not fire the weapons systems without prior authorization from the captain.&lt;br /&gt;
#Bridge Staff may not fire on friendly or neutral ships.&lt;br /&gt;
#Bridge Staff may not jump the ship without specific orders to do so.&lt;br /&gt;
#Bridge Staff may only use their designated console unless the other Bridge Officer is not on the bridge.&lt;br /&gt;
#Bridge Staff may not waste ammunition. Only fire it while targeting hostile ships that are in range.&lt;br /&gt;
#Bridge Staff may not move the ship if doing so will leave behind crewmembers.&lt;br /&gt;
#Bridge Staff must announce that they are moving the ship into combat and give ample time for crewmembers to get on board.&lt;br /&gt;
#Bridge Staff may leave the bridge, in which case it is advised to inform others.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;CONDITION 2 - STANDARD OPERATION&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
#Bridge Staff are permitted to detain unauthorized crewmembers on the bridge, however, Security must be notified immediately and the prisoner must be turned over to them.&lt;br /&gt;
#Bridge Staff may request non-lethal security equipment such as stun batons or pepper spray, which must be returned once the ship reverts to CONDITION 3.&lt;br /&gt;
#Bridge Staff need to ensure that suitable safety equipment is near and ready to use in case of emergencies.&lt;br /&gt;
#Bridge Staff should ensure that at least one person is on the bridge at any time, they are not to leave the bridge unattended.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;CONDITION 1 - GENERAL QUARTERS&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
#Bridge Staff may fire the weapons systems judiciously.&lt;br /&gt;
#Bridge Staff must report promptly to the bridge and take their post.&lt;br /&gt;
#Bridge Staff are not permitted to FTL jump during combat if they believe the ship will not survive unless the following are incapacitated; Captain, Acting Captain, Executive Officer. In all other cases the Bridge Staff must get the approval of the Commanding Officer.&lt;br /&gt;
#Bridge Staff may not leave the bridge at any time during combat.&lt;br /&gt;
#Bridge Staff may not leave the Helm unattended during General Quarters, always ensure the ship is ready to evade incoming fire.&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;u&amp;gt;ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED&amp;lt;/u&amp;gt;&lt;br /&gt;
#Bridge Staff are to don a space-capable suit, and need to maintain a constant supply of oxygen.&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30482</id>
		<title>Bridge Staff</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&amp;diff=30482"/>
		<updated>2020-07-12T16:14:44Z</updated>

		<summary type="html">&lt;p&gt;Altangy: Replaced 'clsoe' with 'close' in the 'When Not In Combat' section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Your Job=&lt;br /&gt;
&lt;br /&gt;
Your primary task aboard the ship is to operate the systems that the engineers and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include the piloting of the ship and operation of most of the weapons, and they can be divided fairly distinctly by which console does what. Your secondary job, being the captain's personal whipping boy, doesn't have an associated console, unless you count the one you'll inevitably beat your head against.&lt;br /&gt;
&lt;br /&gt;
=The Consoles=&lt;br /&gt;
&lt;br /&gt;
Each console could be said to play a diffrent, distinct role. Ideally, you'll onyl have to operate one at a time, but it isn't uncommon for the bridge to be short-staffed or just plain incompetent. You should be at least passingly familiar with each of these. I don't actually rmeember the proper name for each console, but hopefully someone will come along and correct my placeholders. Hopefully.&lt;br /&gt;
&lt;br /&gt;
==The Piloting Console==&lt;br /&gt;
&lt;br /&gt;
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit, dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.&lt;br /&gt;
&lt;br /&gt;
The Space bar toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.&lt;br /&gt;
&lt;br /&gt;
W and S control the throttle, and A and D move the ship left and right. If you're not using hotkeys, you may need to use the arrow keys instead; I'm not entirely sure. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.&lt;br /&gt;
&lt;br /&gt;
The Alt key is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes is very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.&lt;br /&gt;
&lt;br /&gt;
The Shift Key activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading boarders.&lt;br /&gt;
&lt;br /&gt;
Q and E activate a rotational drift, which is useful for &amp;lt;/s&amp;gt;pulling sick drifts&amp;lt;/s&amp;gt;turning very quickly.&lt;br /&gt;
&lt;br /&gt;
Left click to fire a MAC round straight out of the nose of the ship. This can be very useful for finishing off crafts that have become unresponsive. This weapon is quite powerful and can fires more quickly than you'd think. ''MAC rounds? In atmosphere? It's more likely than you'd think.''&lt;br /&gt;
&lt;br /&gt;
==The Gunnery Console==&lt;br /&gt;
&lt;br /&gt;
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the Ctrl key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percenatages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and strucutural integrity. ''Your'' weapons include:&lt;br /&gt;
&lt;br /&gt;
The PDC, or point defense cannons, are machine guns designed to destroy incoming missiles and sometimes fighter craft. Many gunners use these almost exclusively, ass they're very easy to aim due to their high fire rate and ammo capacity. Neither cargo nor munitions will be happy if you do this.&lt;br /&gt;
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The torpedo tubes, usuually four in number, fire big, slow, powerful torpedoes. There's a 50/50 chance that a munitions tech panics, runs out of standard torpedoes, and loads a nuke if you use these often. Unless they tell you over comms, you have no way of knowing this, nor choosing which tube you fire.&lt;br /&gt;
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The rail guns are your medium option. They fire extremely fast tungsten rods at the enemy ship. Leading your shots isn't necessary when firing a rail gun, as they pretty much draw a line instantly in the direction of your aim. If you don't use these enough, the munitions techs will let you know.&lt;br /&gt;
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You'll also have readouts for the gauss turrets, the MAC gun, and the flak turrets, but you can't fire these from this console. The MAC gun is fired by the pilot, the gauss turrets are fired by the munitions techs, and I honestly have no clue who fires the flak turrets, only that the magazine ''demands to be fed.''&lt;br /&gt;
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==The DRADIS==&lt;br /&gt;
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This is effectively the ship's radar, a medium-range sensor suit that can identify targets at short range and see them coming from a fairly long range. Ideally,you'll have a dedicated member of the brige crew watching this and informing the gunner and pilot of the enemy's wherabouts and numbers. In reality, you'll probabaly have to do this yourself. If you do have two members of the bridge crew, it's generally better for the gunner to be the one who hops off his console to check if there are any remaining enemies, given that the pilot doing so could mean the ship eating a nuke. No, I don't know what the acronym stands for, but I like to think it's Doing Really Awesome Drifts In Space.&lt;br /&gt;
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==The FTL Console==&lt;br /&gt;
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This console controls the ship's longe-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.&lt;br /&gt;
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=When Not In Combat=&lt;br /&gt;
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When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandonning his duty to throw stupid parties, your answer should always be &amp;quot;Yes &amp;lt;/s&amp;gt;dear&amp;lt;/s&amp;gt;sir.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Altangy</name></author>
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