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	<id>https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Firefox13</id>
	<title>NSV13 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Firefox13"/>
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	<updated>2026-06-04T08:20:00Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.5</generator>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=File:Forced_Race_Adaptation.png&amp;diff=30254</id>
		<title>File:Forced Race Adaptation.png</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=File:Forced_Race_Adaptation.png&amp;diff=30254"/>
		<updated>2020-06-04T19:49:47Z</updated>

		<summary type="html">&lt;p&gt;Firefox13: Meant for new crime added to space law soon(tm)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Meant for new crime added to space law soon(tm)&lt;/div&gt;</summary>
		<author><name>Firefox13</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=30219</id>
		<title>Guide to Fighters</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&amp;diff=30219"/>
		<updated>2020-05-05T14:36:59Z</updated>

		<summary type="html">&lt;p&gt;Firefox13: /* hit by missile send help */  Deck Tech now figues out how you've managed to lodge an unexploded bomb in your fighter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wishing to pilot a fighter is equal to wishing to die, in that both will get you killed. Welcome to the Guide to Fighters.&lt;br /&gt;
&lt;br /&gt;
'''Please note that there are several in-game tools for this for you to learn for yourself. Consult a Seegson terminal or the current FL for help.''' However, if your FL is completely incompetent (standard), read on.&lt;br /&gt;
&lt;br /&gt;
== THE MOST IMPORTANT THINGS TO KNOW ==&lt;br /&gt;
&lt;br /&gt;
Surprisingly, this is a list of the most important things to know about fighters.&lt;br /&gt;
&lt;br /&gt;
=== Prerequisites ===&lt;br /&gt;
Before you even get in (which is done by left-clicking the fighter and entering the pilot seat), look at this list of helpful things:&lt;br /&gt;
&lt;br /&gt;
* Fighter hardsuits and double-extended oxygen tanks from the suit containers near the hangar will save your life later, so get those.&lt;br /&gt;
* Entering a fighter will create two new parts of your GUI.&lt;br /&gt;
** &amp;quot;Stop observing&amp;quot; will exit the fighter. Do not press this while in space.&lt;br /&gt;
** The Ship tab, next to Preferences in the top right, contains every menu that you'll ever need, and some you won't.&lt;br /&gt;
* All fighters are equipped with a DRADIS, a radar system which updates once per second. It is a simple minimap showing you (blue), friendlies (green) and hostiles (red). Note that red may not always mean hostile, but that's not your call to make.&lt;br /&gt;
* Fighters have a fuel tank. The less fuel they have, the less time you have to fly. Jet Fuel is made in Chemistry and you start with a tanker of it in the hangar. Click and drag to refill fighters.&lt;br /&gt;
&lt;br /&gt;
=== Take Off ===&lt;br /&gt;
Once you've got in the fighter, lots of screens will immediately pop up. Panic for precisely &amp;lt;s&amp;gt;four seconds, then initiate use of your brain&amp;lt;/s&amp;gt; for a full two minutes because there's this entire new screen now and you don't know what does buttons do and there's a new fuel counter and oh god oh fuck what do i do&lt;br /&gt;
&lt;br /&gt;
There's a whole load of buttons and a whole lot of time to press them in. But don't. Not yet. Make sure you read this super cool guide&amp;lt;sup&amp;gt;TM&amp;lt;/sup&amp;gt; first, because else you'll fuck it up and die.&lt;br /&gt;
&lt;br /&gt;
Hit the Canopy Lock button to, uh, close the Canopy. This will seal the fighter and make it run on internal atmospherics instead of external atmospherics. It will also prevent you from exiting the fighter, so remember to toggle it off if you wish to preserve the structural integrity of your head.&lt;br /&gt;
&lt;br /&gt;
Hit the buttons from top to bottom, halting at the battery &amp;lt;s&amp;gt;or just turn on the battery since it toggles all three on&amp;lt;/s&amp;gt; and then lock the throttle (using the Throttle Lock). Toggle the APU once you're ready to start up, and turn off the throttle after a few seconds and attempt to move your ship. Keep attempting until you actually move, because if you don't you'll flood the engines with explosive fuel. You are now moving! Try not to crash into the wall.&lt;br /&gt;
&lt;br /&gt;
Inertia dampeners are the equivalent of the handbrake for your ship. They will very quickly prevent any movement in any direction, so if you're looking to go in a direction, these won't help. You can toggle your inertia dampeners with the Alt key or through the respective button in the control panel &amp;lt;s&amp;gt;please never do this&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Pressing the spacebar toggles laser-guided movement, which allows you to use your mouse to rotate the fighter. This is enabled by default.&amp;lt;br&amp;gt;&lt;br /&gt;
You can use WASD to strafe in all directions, then disable laser-guided movement to get a cool new arrow and the ability to control it with Q and E. This arrow represents the direction your ship will eventually go once it's figured out that turning is actually a good thing.&lt;br /&gt;
&lt;br /&gt;
You can press the Help verb in the Ship tab to remind yourself of these &amp;lt;s&amp;gt;before you take off like a responsible pilot&amp;lt;/s&amp;gt; while you're dying.&lt;br /&gt;
&lt;br /&gt;
=== Shooting ===&lt;br /&gt;
Movement is all well and good, but if you can only move you'll eventually die or piss yourself as you almost die. First, you want to get into space and far away from the ship you launched from, preferably in the direction of &amp;lt;s&amp;gt;other fighters&amp;lt;/s&amp;gt; hostile craft. Then, disable your weapon safeties with the relevant verb in the Ship tab or through the respective button in the control panel. You are now ready to explode things with your weapons, which begs the question: what are your weapons?&lt;br /&gt;
&lt;br /&gt;
The Ctrl key switches firing modes between long range acquisition (for using homing missiles) and manual point defence (for the flak cannon). If you actually want to damage anything, choose missiles. If you want to live, choose manual point defense.&lt;br /&gt;
&lt;br /&gt;
Your missiles pack a really big punch, so if you fire in the general direction of the enemy, they'll home in and explode. Try not to have them home in on your mothership.&amp;lt;br&amp;gt;&lt;br /&gt;
Your fighter can fit up to six of these at the same time, and they can be shot down with point defense, so use them wisely. With that in mind, let's talk about point defense.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
It's also good to note that there is every useful tool called Lock-on targeting that allows you to pick a ship out of the crowd in the middle of combat. This is done by holding shift and then clicking on the ship you want to target. This will probably do some beeps and boops and maybe show some sort of indicator, but now '''all of your missiles will target that ship, and with increased efficiency.''' This is very useful for &amp;lt;s&amp;gt;hitting your own fighters&amp;lt;/s&amp;gt; singling out single ships to take them out more efficiently.&lt;br /&gt;
&lt;br /&gt;
As your backup weaponry, your flak cannon is shit. It functions like a three-burst railgun and has pitiful damage, but infinite ammo. Luckily, it has a purpose beyond &amp;quot;I've run out of missiles&amp;quot;, and that's to shoot down missiles that OTHER ships have shot. Just make sure the missile is targeting you or your allies first, because if you shoot down all of the missiles aimed at the enemy ship, you might find yourself being the next target of everyone else's flak cannons.&lt;br /&gt;
&lt;br /&gt;
=== Landing ===&lt;br /&gt;
When you want to go back to the ship for [[Guide_to_Fighters#hit by missile send help|various reasons]], enable the docking mode in your Ship panel, or the respective button in the control panel, and fly directly into it. Your ship will proceed to enter the ship Z-level, which indicates a successful docking, allowing you to maneuver yourself back to the hangar.&lt;br /&gt;
&lt;br /&gt;
== Actually getting off the ground ==&lt;br /&gt;
Theory is easy. The real world is not. Let's have a look at that second one.&lt;br /&gt;
&lt;br /&gt;
=== Finding a Fighter ===&lt;br /&gt;
On most maps, there will be 6 fighters somewhere near the hangar pre-outfitted and ready for takeoff: 5 Vipers, the standard fighters, and one Raptor. Ignore the Raptor and take a Viper.&lt;br /&gt;
&lt;br /&gt;
Assuming your FL hasn't already set the fighters out neatly, you will need to maneuver a fighter into the hangar yourself. Just get in, disable the dampeners, get it onto one of the highlighted spaces, and re-dampen. Disable the laser turning, and get out. You've got yourself a fighter.&lt;br /&gt;
&lt;br /&gt;
When it's time to fly, your FL will (presumably) announce on the Air Traffic Control/ATC radio channel (accessed through :h) that the Launch Bays are open. Ensure that you are allowed to enter one of these launch bays before you recklessly launch your fighter directly into a hostile warhead.&lt;br /&gt;
&lt;br /&gt;
=== Launch Procedures ===&lt;br /&gt;
If you enter a launch bay, you will immediately lose control of your fighter. Don't get out or you'll wish you were dead, then you'll die. Because you're in space. Stop having an existential crisis, and recognize you cannot move. You're currently on a magnetic arrestor.&lt;br /&gt;
&lt;br /&gt;
This essentially functions as a much larger inertia dampener which you cannot control; somebody in Air Control must release or launch you. Stay in your fighter and wait for the signal from your FL. They will use the launch computer and engage the launch sequence. This will be fairly obvious by the loud launch noises in your ears. The process should take around 10 seconds. Angle yourself towards space (NOT A WALL, PLEASE NOT A WALL), wait for launch, and you'll be sent into the cold dark void of space.&lt;br /&gt;
&lt;br /&gt;
=== Ship to Ship Combat ===&lt;br /&gt;
Once you've launched, you will most likely see some red signatures on your DRADIS computer. These are signatures that have invalid IFF, and are (probably) extremely hostile. If they are, they will most likely be Syndicate ships (and if they're not Syndicate ships then you're fucked anyway).&lt;br /&gt;
&lt;br /&gt;
There are two types of Syndicate ships. Corvettes, and Frigates, and they both have guns. Guns that shoot you.&lt;br /&gt;
&lt;br /&gt;
Corvettes are slow, but, like fighters, have missiles and flak cannons of their own. However, unlike fighters, they have a larger missile capacity and do a lot more damage with their flak cannon. &lt;br /&gt;
&lt;br /&gt;
Frigates are even bigger and slower, but have access to the devastating railgun, a shipside system that fires magnet-accelerated tungsten rounds at lightning speeds: basically an immovable rod. Good fucking luck.&lt;br /&gt;
&lt;br /&gt;
You will want to give both of these ships a very wide berth, and ideally take them on with the help of your own ship, as Nanotrasen Space Vessels all come equipped with their own railgun for precisely this purpose.&lt;br /&gt;
&lt;br /&gt;
Your FL will most likely give orders on formation. If they don't, stick with your other fighters and be careful. 'Lone Wolf' pilots die very quickly when hit by thermonuclear missiles, and since nobody else is with them, no raptor goes to pick them up.&lt;br /&gt;
&lt;br /&gt;
=== hit by missile send help ===&lt;br /&gt;
Thanks to our crack&amp;lt;s&amp;gt;head&amp;lt;/s&amp;gt; engineers at NT, your fighter is equipped with armour plates that can block at least one shot. Maybe. If you've taken at least two shots, 9 out of 10 experts would recommend getting the hell out of there. Engage docking, run home to mommy, and let the &amp;lt;s&amp;gt;Munitions Technician&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Air Traffic Controller&amp;lt;/s&amp;gt; Deck Technician figure out how you've managed to lodge an unexploded bomb in your fighter.&lt;br /&gt;
&lt;br /&gt;
=== Is that explosion sprite bad? ===&lt;br /&gt;
You are now ship-less. Good job. Absolutely stellar. Here's a Medal of Honor. Luckily, Escape Pods are &amp;lt;s&amp;gt;invulnerable&amp;lt;/s&amp;gt; not invulnerable, but they are equipped with enough armour to weather a few shots. If your pod gets shot down, though, you're dead for good. Hopefully you pre-scanned!&lt;br /&gt;
&lt;br /&gt;
Escape Pods come equipped with one atmosphere of air, so conserve your oxygen by disabling your internals. If you find yourself unable to breathe, perhaps re-enable those internals you just forgot about.&lt;br /&gt;
&lt;br /&gt;
Once your air situation is sorted, scream over the Air Traffic Control channel that you're stranded in a pod in space, and assuming the ATC controller isn't a brainlet (lol good luck), somebody will come to rescue you in a Raptor. Speaking of:&lt;br /&gt;
&lt;br /&gt;
=== The Raptor ===&lt;br /&gt;
The Raptor can be distinguished from the other fighters by searching for intricate details on its hull: the rounded nose, the slightly wider cockpit, and the fact that it's a completely different ship. However, it is functionally identical to the other fighters, except you can now pick up escape pods from the poor sods who've forgotten how to activate point defense.&lt;br /&gt;
&lt;br /&gt;
To retrieve escape pods with the Raptor, enable docking mode and slam into the pod. It'll look like it has exploded, which indicates a successful retrieval.&lt;br /&gt;
&lt;br /&gt;
Once docked with the main ship, you may eject the body of your co-worker &amp;lt;s&amp;gt;directly into space&amp;lt;/s&amp;gt; onto the hangar bay floor, where he will promptly either get up and shout at you for being too slow (&amp;quot;Of course I am the most important pilot here, do you even know who I am?&amp;quot;) or die.&lt;br /&gt;
&lt;br /&gt;
== Manual Repairs and Missile Replacement ==&lt;br /&gt;
If your Munitions Tech is incompetent, busy or otherwise unavailable (or perhaps you're a Munitions Tech with no idea what they're doing), you will need to channel your inner Engineer and pray to the one true Stormdrive, for you must now commit to the ultimate sin - doing something yourself and servicing the ship ''that you own''.&lt;br /&gt;
&lt;br /&gt;
First, open the maintenance panel. Grab a wrench to unbolt it then pry it open with a crowbar. This will either destroy your fighter completely (bad) or put it into maintenance mode (good).&lt;br /&gt;
&lt;br /&gt;
In maintenance mode, you can refill missiles, swap out components, and repair your ship.&lt;br /&gt;
&lt;br /&gt;
=== Repairing hull damage ===&lt;br /&gt;
If you somehow managed to keep your fighter after it got hit by a missile, and there aren't any enemies left, return to hangar for repairs (if there are enemies left, what are you waiting for you pansy?).&lt;br /&gt;
&lt;br /&gt;
Ensure the maintenance panel is closed, grab yourself a Welder and a Welding Mask (there should be a welding equipment locker somewhere in the hangar) and click on the ship. Your character somehow has an innate knowledge of where the broken things are, and will perfectly fix them with no prior training. You'll need to do this multiple times - opening the maintenance panel will allow you to see the structural integrity of the ship.&lt;br /&gt;
&lt;br /&gt;
=== Replacing missiles ===&lt;br /&gt;
If you've launched both of your missiles, and your point defence cannons just aren't doing it for you, return to hangar for refill. Refilling missiles is surprisingly simple:&lt;br /&gt;
&lt;br /&gt;
Open the maintenance panel of your ship, then grab yourself a '''Munitions Trolley''', which will either be in the thermonuclear warhead section of the armory (red door to the west), or strewn randomly about the hangar. In the armory, 3 missile types are available: NTP-1 High Velocity, NTP-2 Standard, NTNK Thermonuclear, and a fourth missile type only available through Munitions, the NTP-0x Electronic Countermeasure:&lt;br /&gt;
* NTP-1 High Velocity is the fastest but weakest.&lt;br /&gt;
* NTP-2 Standard is the most well-rounded.&lt;br /&gt;
* NTNK Thermonuclear is a nuke (and therefore very powerful), but is easily shot down and has poor tracking.&lt;br /&gt;
* NTP-0x Electronic Countermeasure has almost no power, but is useful as a blank shot to draw fire.&lt;br /&gt;
&lt;br /&gt;
Click and drag up to two missiles onto the trolley, bring it beside your fighter, and put them both on the ground, then click and drag the missiles into your ship, and close the maintenance panel.&lt;br /&gt;
&lt;br /&gt;
=== Replacing Fuel ===&lt;br /&gt;
There should be a tank of Jet Fuel in the hangar somewhere which looks like a welder container. Please do not use a welder container.&lt;br /&gt;
&lt;br /&gt;
Drag the tank over to the thirsty Fighter, click and drag the tank onto said Fighter, and after a few seconds it'll top them up.&lt;br /&gt;
&lt;br /&gt;
=== We've run out of things ===&lt;br /&gt;
==== We've run out of fuel ====&lt;br /&gt;
You poor thing. Go beg for more from Chemistry.&lt;br /&gt;
&lt;br /&gt;
==== We've run out of missiles ====&lt;br /&gt;
You poorer thing. Go beg for more from Munitions.&lt;br /&gt;
&lt;br /&gt;
==== We've run out of fighters ====&lt;br /&gt;
How?&amp;lt;br&amp;gt;You know what? Sure.&lt;br /&gt;
&lt;br /&gt;
You can build new ones! Get RnD to research fighter construction, have cargo print the parts, and assemble them in the hangar. You want two wings and engines, and one of everything else. Keep a toolbox with a multitool and a welding mask handy for this process.&lt;br /&gt;
&lt;br /&gt;
#Start with the fuselage. Construct, wrench and weld it.&lt;br /&gt;
#Attach the empennage, wrench, and weld it.&lt;br /&gt;
#Attach a wing, wrench, and weld it. Repeat for other wing.&lt;br /&gt;
#Attach and wrench landing gear.&lt;br /&gt;
#Attach armour plating, screwdriver, and weld it.&lt;br /&gt;
#Wire the fighter. Multitool this wiring to calibrate it.&lt;br /&gt;
#Attach and wrench fuel tank. (can be improved!)&lt;br /&gt;
#Attach and wrench fuel lines. (can be improved!)&lt;br /&gt;
#Attach and weld engine. Repeat for other engine. Multitool to calibrate engines. (can be improved!)&lt;br /&gt;
#Attach cockpit, screwdriver, and wrench it.&lt;br /&gt;
#Wire fighter again.&lt;br /&gt;
#Attach avionics, screwdriver, and multitool to calibrate it.&lt;br /&gt;
#Attach targeting sensors, then screwdriver and multitool to calibrate it. (can be improved!)&lt;br /&gt;
#Use the airlock painter in the centre of the hangar to paint the fighter.&lt;br /&gt;
#Click it to name it. Examples: &amp;quot;Thor XCI&amp;quot;, &amp;quot;Vishari 52&amp;quot;, &amp;quot;Thermonuclear Missile 3&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Miraculously, a fighter appears!&lt;br /&gt;
&lt;br /&gt;
Do note that you cannot build more Raptors. Don't destroy those ones.&lt;br /&gt;
&lt;br /&gt;
== Bonus Information ==&lt;br /&gt;
* You can change the name of your fighter in the Ship panel.&lt;br /&gt;
* Raptors can hold an infinite number of escape pods.&lt;br /&gt;
* If you have the required access, you can swipe your ID on a fighter to boot the current occupants out and enable the inertia dampeners. Useful for that one griffing bastard or when your Raptor rescue has become a cadaver.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Firefox13</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Rules&amp;diff=30090</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Rules&amp;diff=30090"/>
		<updated>2020-04-23T09:33:22Z</updated>

		<summary type="html">&lt;p&gt;Firefox13: Bridge Officer -&amp;gt; Bridge Staff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
= Main Rules - read these if nothing else =&lt;br /&gt;
&lt;br /&gt;
(See also: [[Guide_to_avoiding_bans|Guide to avoiding bans]])&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;0&amp;quot;&amp;gt;Rule Enforcement is discretionary.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Admins (Trial Admins, Admins, Senior Admins) retain the authority to ignore the following rules at their discretion when they feel it's in the best interest of the current round/server/playerbase at large. However, they will be fully accountable for their actions should they choose to exercise this privilege.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;1&amp;quot;&amp;gt;Use common sense.&amp;lt;/li&amp;gt;&lt;br /&gt;
: The rules cannot cover all possible cases. If you are not sure whether something would be considered against the rules, use adminhelp. Keep in mind that different admins can have different opinions on some actions, and sometimes an action can be considered against the rules in some circumstances but not in others. If you were told something was okay once, it does not mean you can do it again.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;2&amp;quot;&amp;gt;Do not use information gained outside of in character means.&amp;lt;/li&amp;gt;&lt;br /&gt;
: I.e.. metagaming. This especially refers to communication between players outside of the game via things like Skype, known as metacomms. Characters are otherwise allowed to know everything about ingame mechanics or antagonists, as well as keep persistent friendships or relationships with other characters when not for the purpose of unfair advantage by teaming up together for little IC reason.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;3&amp;quot;&amp;gt;No Griefing.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Griefing is defined as actions with malevolent(harmful) intent towards the server, playerbase, or round.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;4&amp;quot;&amp;gt;Do not say in character (IC) things in the out of character (OOC) chat channel.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Do not say OOC things in IC either. There is an exception for OOC in IC where terms like 'clickdrag X to Y, or look for the tab' is used to help a player.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;5&amp;quot;&amp;gt;No Power Gaming&amp;lt;/li&amp;gt;&lt;br /&gt;
: Power Gaming is when you intentionally collect dangerous weapons, items and tools ‘just in case.’ As a non-security member or command member, you’re not expected to have a weapon unless told to do so by a higher ranking officer. Do not run around with an entire armoury in your backpack, and do not run around with genetic powers and three buffing viruses.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;6&amp;quot;&amp;gt;Do not try and spoil the fun for other people.&amp;lt;/li&amp;gt;&lt;br /&gt;
: &amp;quot;Dickish&amp;quot; and &amp;quot;harassment&amp;quot; type of behavior is not allowed. This includes usage of in-real-life racist slurs in either OOC or IC.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;7&amp;quot;&amp;gt;In-game administration rulings are final.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Incidences of admin abuse, negligence or disputed rulings can be taken to the forums. If an admin says something was 'looked into, handled, resolved' etc, regarding an issue, it is unlikely an admin will provide any further information. Admins are under no obligation to reveal IC information. Deliberately lying or misrepresenting facts in adminhelps will be dealt with harshly.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;8&amp;quot;&amp;gt;If you regularly come close to breaking the rules without actually breaking them, it will be treated as the rules being broken.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Repeated instances of the same rules being broken may be met with harsher consequences. Baiting people into situations where you can report them to admins will be dealt with harshly.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;9&amp;quot;&amp;gt;Erotic/creepy stuff is not allowed.&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: No form of erotic roleplay is allowed on the servers, including things that could be construed as sexual by unwilling participants.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;10&amp;quot;&amp;gt;Players need to be the age of 18 or above.&amp;lt;/li&amp;gt;&lt;br /&gt;
: This rule is for the benefit of and is meant to protect people who shouldn't be playing here due to the nature of the SS13 community. Your age won't be hunted down, but if you admit it to us in admin PMs, or other places within the NSV13 community (the official Discord server, forums, OOC chat, etc.), you're getting banned.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;11&amp;quot;&amp;gt;Losing is part of the game.&amp;lt;/li&amp;gt;&lt;br /&gt;
: Your character will frequently die, sometimes without even a possibility of avoiding it. Events will often be out of your control. No matter how good or prepared you are, sometimes you just lose.&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Roleplay Rules =&lt;br /&gt;
&amp;lt;b&amp;gt;Disregarding Roleplay Rules does not make you exempt from Server Rules.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Roleplay rules are intended to be a guideline for how one should roleplay on the server. While they can be readily discarded should the situation demand, they are the status quo and should be given thought before abandoning them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;1&amp;quot;&amp;gt;Protocol &amp;amp; Orders.&lt;br /&gt;
:You are an officer of your faction, act like one. Take orders from people of higher rank than you. Follow protocol when available and prudent. If you think the person giving you the order is being unreasonable, find an IC to deal with it, and if necessary open an admin ticket.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;2&amp;quot;&amp;gt;Lethal Force.&lt;br /&gt;
:Do not physically attack any other crewmember without a legitimate, explainable, roleplay reason that could be applied in a similar, real-life scenario. Always call security and never use lethal intent as an opening against own crewmembers. Nanotrasen do use lethal force when absolutely necessary. Executions are extremely rare but are the final resort. You must ahelp before an official execution takes place. Any crew members injured or killed in crew-on-crew combat must be revived if able.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;3&amp;quot;&amp;gt;Use a reasonable, lore-friendly character name.&lt;br /&gt;
:Your character must have a unique first and last name. One-word nicknames are allowed inside the name (e.g. Derek 'Double-D' Donahue, Jane 'Crusher' Sanchez) . Ranks, titles, honorifics, offensive, famous and/or pop-culture names are not allowed (e.g. Dr John Smith, Barack Obama, Lt John Doe, Adolf Hitler). Clowns, mimes, and wizards do not have to follow this rule.&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;li id=&amp;quot;4&amp;quot;&amp;gt;Mutiny.&lt;br /&gt;
:Mutiny is not allowed unless an Admin clears it via Adminhelp. You must also follow Mutiny Policy.&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
= Mutiny Policy =&lt;br /&gt;
&lt;br /&gt;
#The situation MUST be role-played.&lt;br /&gt;
#The captain MUST be given a chance to stand-down peacefully.&lt;br /&gt;
#Uninvolved crewmembers should be given the chance to remain uninvolved. They might shoot if they see you firing on the captain without a reason. Try to subdue them WITHOUT lethal force or explain the situation.&lt;br /&gt;
#Minimize losses. Use either non-lethal force ONLY, or give all crew members who oppose you a chance to stand-down .&lt;br /&gt;
#Do not start using lethals until you have been fired upon with lethals yourself.&lt;br /&gt;
&lt;br /&gt;
= Role Specific Rules =&lt;br /&gt;
&lt;br /&gt;
==Chief of Staff==&lt;br /&gt;
&lt;br /&gt;
#Never abandon the ship. You should never intentionally be on a different z-level from the ship without admin permission. This does not apply when docking with a station to retrieve an objective, though that should be delegated.&lt;br /&gt;
#Be active when playing a Head of Staff. If you’re playing a command role and need to go AFK, offline, or otherwise leave then adminhelp to notify admins. WHEN YOU LEAVE, DO NOT SUICIDE OR GO AFK on the spot unless it’s an emergency.&lt;br /&gt;
#Do not play the department’s Head of Staff unless you have experience and a basic understanding of performing all of the department’s jobs.&lt;br /&gt;
#Heads of Staff are, unless otherwise stated, expected to follow the role-specific rules of their underlings in addition to their own.&lt;br /&gt;
&lt;br /&gt;
==Executive Officer==&lt;br /&gt;
&lt;br /&gt;
#Do not hand out all access like it’s candy on Halloween. Notify a department’s Chief of Staff if you give someone access to their department if possible. This does not apply during emergencies, or when giving Engineers and Scientists #additional access for the purposes of repairing and improving ship hull or equipment. Just ask yourself, “Does this person need access to this location?”&lt;br /&gt;
#People should not be given additional access to do someone else’s job. For example, giving a Shaft Miner access to Science when Scientists are already working on research. This can lead up to said player powergaming.&lt;br /&gt;
#You are not a member of security, and should not involve yourself in security matters unless it is an emergency or you are Acting Captain.&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
&lt;br /&gt;
#You are not some random mall cop, you are a trained security officer and should act like one. This means acting in a disciplined manner as if you have received training, and listening to your Head of Security&lt;br /&gt;
#Do not bucklecuff prisoners, except during searches or during evacuation aboard a shuttle or escape pod.&lt;br /&gt;
#The armory is for emergencies only. Do not take any gear from the armory without a serious reason, and return it when finished. Confiscated weapons should be stored in the armory, not carried around for personal use. Ship-to-ship combat #is not a valid excuse for opening up the armory.&lt;br /&gt;
#If you have nothing better to do, try NOT to be a stone wall. Roleplay. Tolerate the lawyer, apply ship law in context, and so forth. This is more of a suggestion than a rule, but being a no-fun shitler can get you banned if it happens #consistently.&lt;br /&gt;
#You are not Judge Dredd, you are an enforcer of ship security.&lt;br /&gt;
#Security Officers are held to a higher standard than John Q. Crewmember. Expect the other players/crewmembers to hold you responsible for the actions of Security as a whole. This does not mean you can fire the Captain because he wouldn’t give you extra access, all rules regarding mutiny still apply. Breaking security rules will lead to a jobban, very quickly.&lt;br /&gt;
&lt;br /&gt;
==Bridge Staff==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Do NOT fire on Nanotrasen&amp;lt;/b&amp;gt; unless either:&lt;br /&gt;
*An admin gives you permission.&lt;br /&gt;
*Your mission objectives state you have to.&lt;br /&gt;
&lt;br /&gt;
#Follow the Chain of Command. Know who you do and don’t outrank.&lt;br /&gt;
#Don’t run the show; that’s the captains job. Don’t jump just because you’re given an objective, that’s for the captain to order.&lt;br /&gt;
#Do not leave anyone behind, except in an emergency such as the warp core exploding or the ship being fired while shields are down. &lt;br /&gt;
#Unless the other bridge officer is absent on the bridge and you have a good reason to do so, do not touch the other bridge officer’s console.&lt;br /&gt;
&lt;br /&gt;
==Antag Conduct==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Antags are expected to follow all rules that do not interfere with their objective.&lt;br /&gt;
&lt;br /&gt;
Antags are free to complete their objective by any means available, within reason. For example, destroying large amounts of the station is reasonable if your objective is to hijack the shuttle; it is not acceptable if your objective is to steal the CE's blueprints.&lt;br /&gt;
&lt;br /&gt;
Try to avoid unnecessary carnage that ultimately just ruins the round for other players, unless said players are your target. Subtlety goes a long way.&lt;br /&gt;
&lt;br /&gt;
You must work with fellow antags towards completing a group objective if there is one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Precedents,exceptions, and clarification: Examples and exceptions to the main rules. =&lt;br /&gt;
&lt;br /&gt;
=====Rule 3 expanded=====&lt;br /&gt;
Griefing can take the form of;&lt;br /&gt;
&lt;br /&gt;
*Murdering players for minor slights or no reason.&lt;br /&gt;
*Destroying/Disabling key ship systems.&lt;br /&gt;
*Harassing other players.&lt;br /&gt;
*Purposely failing missions for the rest of the crew.&lt;br /&gt;
*Purposely converting one self to an antagonistic faction to use the leniency granted to them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Antagonists have special rules regarding what they can and cannot do, please see their specific rules in the Antagonist Rules Section.&lt;br /&gt;
&lt;br /&gt;
Things that are not griefing are as follows;&lt;br /&gt;
*A clown slipping a member of the crew in a low intensity situation&lt;br /&gt;
*Two crewmembers getting into a light brawl over something IC. Emphasis on light.&lt;br /&gt;
*A member of the crew breaking into a location to save person.&lt;br /&gt;
*A member of the crew breaking into a foreign location.&lt;br /&gt;
*A crewmember recently converted through circumstance attacking previously allied crew or vice versa&lt;br /&gt;
*A captain through roleplay being removed from command for giving impractical/insane/unreasonable orders.&lt;br /&gt;
&lt;br /&gt;
=====Rule 5 expanded=====&lt;br /&gt;
During Red Alert however, security crew are expected to arm themselves in preparation of danger, if there is a requirement for it. This does not mean you can arm yourself to the teeth each time Action Stations is triggered. If there is a real danger of antagonists/boarders/an active threat to the safety of the crew you are allowed to obtain weapons and gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Silicon Policy==&lt;br /&gt;
&lt;br /&gt;
[[Rules/Silicon Policy|Silicon Policy]] has been given it's own page.&lt;br /&gt;
&lt;br /&gt;
=====Is it Human?=====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Human or not?&lt;br /&gt;
This part covers what counts as human with regards to AI laws. As such, it only applies to AI and cyborg players. If you are unsure about something, please use [[Terminology#Adminhelp|adminhelp]].&lt;br /&gt;
|-&lt;br /&gt;
|[[AI]] / [[Cyborg|cyborgs]]&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Monkey]]s&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|NPCs / [[Critter|critters]] / animals&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Hulk|Hulks]]&lt;br /&gt;
|Not human as long as their hulk is active.&lt;br /&gt;
|-&lt;br /&gt;
|Lizards / Plasmamen / Flypeople / Catpeople&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Wraith|Wraiths]] &amp;amp; [[Wraith#Revenants|revenants]]&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Blob|Blobs]]&lt;br /&gt;
|Not human&lt;br /&gt;
|-&lt;br /&gt;
|[[Traitor|Syndicate traitors]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Syndicate_guide|Syndicate agents]] (nuke mode)&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Wizard|Wizards]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Gang|Gang leaders and members]]&lt;br /&gt;
|Human&lt;br /&gt;
|-&lt;br /&gt;
|[[Changeling|Changelings]]&lt;br /&gt;
|Human UNTIL the AI or cyborg WITNESSES the creature commit&amp;lt;br&amp;gt;a non-human act (shape-shifting, transforming, proboscis etc).&lt;br /&gt;
|-&lt;br /&gt;
|[[Assimilation|Hivemind Host]]&lt;br /&gt;
|Human UNTIL the AI or cyborg WITNESSES the creature commit&amp;lt;br&amp;gt;a non-human act (Telekinetic Field)&lt;br /&gt;
|-&lt;br /&gt;
|[[Assimilation|Hivemind Vessel]]&lt;br /&gt;
|Human&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Firefox13</name></author>
	</entry>
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