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		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=32579</id>
		<title>Space Law</title>
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		<updated>2021-04-03T17:28:11Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: Fixed wording of major trespass to include the term XO instead of HoP&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 station. Space Law applies to all ranks and positions on station, 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 stations 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;
{| 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:#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='background:#ffee99;' | Resisting Arrest&lt;br /&gt;
|style='background:#ffcc99;' | Assault&lt;br /&gt;
|style='background:#ffaa99;' | Assault, Deadly Weapon&lt;br /&gt;
|style='background:dimgray; color:white' | Murder&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 02&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | Pickpocketing&lt;br /&gt;
|style='background:#ffaa99;' | Assault, Officer&lt;br /&gt;
|style='background:dimgray; color:white' | Assault, Sexual&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 03&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | Drug Distribution&lt;br /&gt;
|style='background:#ffaa99;' | Manslaughter&lt;br /&gt;
|style='background:dimgray; color:white' | Attempted Murder&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 04&lt;br /&gt;
|style='background:#ffee99;' | Possession, Drugs&lt;br /&gt;
|style='background:#ffcc99;' | Possession, Weapons&lt;br /&gt;
|style='background:#ffaa99;' | Possession, Restricted Weapons&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 05&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | &lt;br /&gt;
|style='background:#ffaa99;' | Possession, Explosives&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 06&lt;br /&gt;
|style='background:#ffee99;' | Indecent Exposure&lt;br /&gt;
|style='background:#ffcc99;' | Rioting&lt;br /&gt;
|style='background:#ffaa99;' | Inciting a Riot&lt;br /&gt;
|style='background:dimgray; color:white' | Mutiny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 07&lt;br /&gt;
|style='background:#ffee99;' | Vandalism&lt;br /&gt;
|style='background:#ffcc99;' | Workplace Hazard&lt;br /&gt;
|style='background:#ffaa99;' | Sabotage&lt;br /&gt;
|style='background:dimgray; color:white' | Grand Sabotage&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 08&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | Petty Theft&lt;br /&gt;
|style='background:#ffaa99;' | Theft&lt;br /&gt;
|style='background:dimgray; color:white' | Grand Theft&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 09&lt;br /&gt;
|style='background:#ffee99;' | Trespass&lt;br /&gt;
|style='background:#ffcc99;' | &lt;br /&gt;
|style='background:#ffaa99;' | Major Trespass&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 10&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | Breaking and Entry&lt;br /&gt;
|style='background:#ffaa99;' | B&amp;amp;E Restricted&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 11&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | Insubordination&lt;br /&gt;
|style='background:#ffaa99;' | Dereliction&lt;br /&gt;
|style='background:dimgray; color:white' | Enemy of the Corp&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 station. 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 Lawyer, 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 security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Assault and Attempted Murder can be very hard to ascertain, and, when in doubt, you should default to the less serious crime. It is important to note though, that Assault and Attempted Murder are mutually exclusive. You cannot be charged with Assault and Attempted Murder from the same crime as the intent of each is different. Likewise, 'Assault With a Deadly Weapon' and 'Assaulting an Officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (Assault, Manslaughter, Attempted Murder and Murder), and theft (Petty Theft, Pick-Pocketing, Theft, and Grand Theft) take only the most severe.&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;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
&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;
# Take the prisoner to a brig cell, set the time and activate the timer.&lt;br /&gt;
# Enter the cell with the prisoner in tow, open the cell locker and hold the prisoner over it.&lt;br /&gt;
# Empty their pockets and remove their gloves, backpacks, tool belt, gas masks, and any flash resistant equipment such as Sunglasses, Welding Masks/Goggles, Space Helmets, etc.&lt;br /&gt;
# Buckle the prisoner to the bed.&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;
# Close the locker and '''lock it'''.&lt;br /&gt;
# Stun the prisoner, remove their cuffs, stun them again, pick up the cuffs then leave the cell.&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.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
In the event of a sentence exceeding the 10 minute limit of the timer inform the Warden so he may add the rest of the time later.&lt;br /&gt;
&lt;br /&gt;
In the instance of prisoners that have earned [[Labor Camp]] duty, you must dress them in orange overalls and assign them targets, based on their sentence, by getting a prison ID, putting it in a [[Prisoner Management Console]], assigning their quota (with a conversion rate of 100 points per minute otherwise served in the brig) and then giving them the ID as you ship them to the Labor Camp. There are more details on this procedure at [[Labor Camp]].**&lt;br /&gt;
&lt;br /&gt;
'''''NOTE:''' In the current revision of TG, Mineral spawn is heavily reduced in the gulag area. If you plan on using the gulag for several incidences [meaning the floors are already mined so people can't mine the floors for glass], you should use a lower conversion rate.''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners and 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;
## The Labor Camp can also be used to hold Permanent Prisoners. Simply do not issue a prisoner ID when transferring them to the camp.&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation however you are under no obligation to provide or allow this.&lt;br /&gt;
&lt;br /&gt;
Lawyers, and by extension the Head of Personnel, 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 Lawyer's 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. &amp;lt;BR&amp;gt;&lt;br /&gt;
If the lawyer 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;
&lt;br /&gt;
&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, from top to bottom: Captain &amp;gt; Head of Security &amp;gt; Warden &amp;gt; Sec Officer / Detective.&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. &amp;lt;BR&amp;gt;&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;
&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 stations Security force you are one of the best armed and protected people on the station, 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;
* '''Code Red Situation''' - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force. &amp;lt;br&amp;gt;Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&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;
* '''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;
* '''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;
* '''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;
&lt;br /&gt;
----&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
All of these crimes carry a 1 minute sentence.&lt;br /&gt;
{| style='text-align:center; background-color:#ffee99;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#ffee55;' Width='20px'|Code&lt;br /&gt;
! style='background-color:#ffee55;' Width='1px'|&lt;br /&gt;
! style='background-color:#ffee55;' width='130px'|Crime&lt;br /&gt;
! style='background-color:#ffee55;' width='300px'|Description&lt;br /&gt;
! style='background-color:#ffee55;' width='300px'|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 101&lt;br /&gt;
|[[File:Resisting Arrest.PNG]]&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest. &lt;br /&gt;
| Follow proper arrest procedure and have a legitimate cause to arrest in the first place before you brig a suspect for this. Suspects who scream bloody murder while being arrested are not cooperating.&lt;br /&gt;
|-&lt;br /&gt;
| 104&lt;br /&gt;
|[[File:libertycap.png]]&lt;br /&gt;
|'''Drug Possession'''&lt;br /&gt;
| To possess space drugs or other narcotics by unauthorised personnel.&lt;br /&gt;
| Botanists and MedSci staff are authorised to possess drugs for purposes of their jobs and are not subject to this law so long as they are not distributing or using them for profit or recreation. &lt;br /&gt;
|-&lt;br /&gt;
| 106&lt;br /&gt;
|[[File:Indecent_exposure.png]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
| To be intentionally and publicly unclothed.&lt;br /&gt;
| Running around the station 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;
| 107&lt;br /&gt;
|[[File:Vandalism.PNG]]&lt;br /&gt;
|'''Vandalism'''&lt;br /&gt;
| To deliberately damage the station with malicious intent.&lt;br /&gt;
| Sentence depends on quantity of property damaged.&lt;br /&gt;
|-&lt;br /&gt;
| 109&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
| To be in an area which a person does not have access or permission to be in. This counts for general areas of the ship, and trespass in restricted areas is a more serious crime.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given permission and access on their ID. Access does not always equal permission. Trespassing and theft are often committed together; both sentences should be applied.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Medium Crimes ===&lt;br /&gt;
All of these crimes carry a 2 minute sentence or a 100 point target at the [[Labor Camp]], optional for the suspect you are arresting.&lt;br /&gt;
{| style='text-align:center; background-color:#ffcc99;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#ffaa55;' Width='20px'|Code&lt;br /&gt;
! style='background-color:#ffaa55;' Width='1px'|&lt;br /&gt;
! style='background-color:#ffaa55;' width='130px'|Crime&lt;br /&gt;
! style='background-color:#ffaa55;' width='300px'|Description&lt;br /&gt;
! style='background-color:#ffaa55;' width='300px'|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 201&lt;br /&gt;
|[[File:Assault.png]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
| To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
| Depending on the amount and kind of force used, severe instances should be elevated to attempted manslaughter or even murder. Assaults with deadly weapons are a higher crime.&lt;br /&gt;
|-&lt;br /&gt;
| 202&lt;br /&gt;
|[[File:Pickpocketing.png]]&lt;br /&gt;
|'''Pick-Pocketing'''&lt;br /&gt;
| To steal items from another's person. &lt;br /&gt;
| Remember to take the stolen items from the person and arrange for their return. Stealing an ID is the most common and most serious form of pick-pocketing.&lt;br /&gt;
|-&lt;br /&gt;
| 203&lt;br /&gt;
|[[File:Narcotics_Distribution.PNG]]&lt;br /&gt;
|'''Narcotics Distribution'''&lt;br /&gt;
| To distribute narcotics and other controlled substances.&lt;br /&gt;
| Forcing or tricking someone to consume substances such as space drugs is assault.&lt;br /&gt;
|-&lt;br /&gt;
| 204&lt;br /&gt;
|[[File:Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Possession of a Weapon'''&lt;br /&gt;
| To be in possession of a dangerous item that is not part of their job role.&lt;br /&gt;
| Items capable of a high level of damage, such as saws, axes, and hatchets fit into this category. Do remember that if it is an item that is part of their job they are permitted to carry it.&lt;br /&gt;
|-&lt;br /&gt;
| 206&lt;br /&gt;
|[[File:Rioting.PNG]]&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 order the crowd to disperse, failure to disperse is the crime not the assembly. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
| 207&lt;br /&gt;
|[[File:Workplace_Hazard.PNG]]&lt;br /&gt;
|'''Creating a Workplace Hazard'''&lt;br /&gt;
| To endanger the crew or station through negligent or irresponsible, but not deliberately malicious, actions. &lt;br /&gt;
| Good examples of this crime involves accidentally causing a plasma leak, slipping hazard, accidently electrifying doors, breaking windows to space, or Security personnel not keeping their equipment secure.&lt;br /&gt;
|-&lt;br /&gt;
| 208&lt;br /&gt;
|[[File:Petty_theft.png]]&lt;br /&gt;
|'''Petty Theft'''&lt;br /&gt;
| To take items from areas one does not have access to or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access.&lt;br /&gt;
|-&lt;br /&gt;
| 210&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entry'''&lt;br /&gt;
| Forced entry to areas where the subject does not have access to. This counts for general areas, and breaking into restricted areas is a more serious crime.&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;
| 211&lt;br /&gt;
|[[File:Insubordination.PNG]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
| To disobey a lawful direct order from one's superior officer.&lt;br /&gt;
| Charge issued by a head of staff to one of their direct subordinates. The person is usually demoted instead of incarcerated. Security is expected to assist the head in carrying out the demotion.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
These crimes carry a service at the [[Labor Camp]], with a 500 point target or a five minute brig sentence.&lt;br /&gt;
{| style='text-align:center; background-color:#ffaa99;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#ff6655;' Width='20px'|Code&lt;br /&gt;
! style='background-color:#ff6655;' Width='1px'|&lt;br /&gt;
! style='background-color:#ff6655;' width='130px'|Crime&lt;br /&gt;
! style='background-color:#ff6655;' width='300px'|Description&lt;br /&gt;
! style='background-color:#ff6655;' width='300px'|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 301&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Assault With a Deadly Weapon'''&lt;br /&gt;
| To use physical force, through a deadly weapon, against someone without the apparent intent to kill them.&lt;br /&gt;
| Any variety of tools, chemicals or even construction materials can inflict serious injury in short order. If the victim was especially brutalized, consider charging them with attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| 302&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;
| 303&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;
| Intent is important. Accidental deaths caused by negligent actions, such as creating workplace hazards (e.g. gas leaks), tampering with equipment, excessive force, and confinement in unsafe conditions are examples of Manslaughter. &lt;br /&gt;
|-&lt;br /&gt;
| 304&lt;br /&gt;
|[[File:Lethal_Weapon.PNG]]&lt;br /&gt;
|'''Possession of a Restricted Weapon'''&lt;br /&gt;
| To be in possession of a restricted weapon without prior authorisation, such as: Guns, Batons, Flashes, Grenades, etc.&lt;br /&gt;
| Any item that can cause severe bodily harm or incapacitate for a significant time. The following personnel have unrestricted license to carry weapons and firearms: Captain, HoP, all Security Personnel. &amp;lt;br&amp;gt;The Barman is permitted his double barrel shotgun loaded with beanbag rounds. &amp;lt;br&amp;gt;Only the Captain and HoS can issue weapon permits.&lt;br /&gt;
|-&lt;br /&gt;
| 305&lt;br /&gt;
|[[File:Possession_Explosives.PNG]]&lt;br /&gt;
|'''Possession of Explosives'''&lt;br /&gt;
| To be in possession of an explosive device.&lt;br /&gt;
| Scientists and Miners are permitted to possess explosives only whilst transporting them to the mining asteroid, otherwise their experimental bombs must remain within the Science department.&lt;br /&gt;
|-&lt;br /&gt;
| 306&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&lt;br /&gt;
| Additionally to the brig time the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant. For second offences or outright instigating violent uprisings consider charging with Mutiny.&lt;br /&gt;
|-&lt;br /&gt;
| 307&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
| To hinder the work of the crew or station through malicious actions.&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;
| 308&lt;br /&gt;
|[[File:Theft.PNG]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
| To steal restricted or dangerous items&lt;br /&gt;
| Weapons fall into this category, as do valuable items that are in limited supply such as insulated gloves, spacesuits, and jetpacks. &amp;lt;br&amp;gt;Note that Cargo breaking open crates to illegally arm and armor themselves are guilty of theft.&lt;br /&gt;
|-&lt;br /&gt;
| 309&lt;br /&gt;
|[[File:Major_Trespass.PNG]]&lt;br /&gt;
|'''Major Trespass'''&lt;br /&gt;
| Being in a restricted area without prior authorisation. This includes any Security Area, Command area (including EVA), the Engine Room, Atmos, or Toxins Research.&lt;br /&gt;
| Access does not always mean permission, such as an XO in armory. Being in a very high security area, such as the armory or the Captain's Quarters, is a more serious crime, and warrants a time of 10 minutes with a possible permabrigging if intent is believed to be malicious.&lt;br /&gt;
|-&lt;br /&gt;
| 310&lt;br /&gt;
|[[File:BE_Restricted.PNG]]&lt;br /&gt;
|'''B&amp;amp;E of a Restricted Area'''&lt;br /&gt;
| This is breaking into any Security area, Command area (Bridge, EVA, Captains Quarters, Teleporter, etc.), the Engine Room, Atmos, or Toxins research.&lt;br /&gt;
| As a major crime sentences start at 5 minutes, but can be extended if security believes break in was for attempted Grand Theft or attempted Grand Sabotage (yellow gloves don't count as grand theft).&lt;br /&gt;
|-&lt;br /&gt;
| 311&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 station'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 station can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|}&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, Permanent [[Labor Camp]] Time, or Cyborgization. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the Captain, HoS, and Warden can authorize a Permanent Sentence. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the Captain can authorize an Execution or Forced Cyborgization. &amp;lt;br&amp;gt;&lt;br /&gt;
{| style='text-align:center; background-color:dimgray; color:white' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:black;' Width='20px'|Code&lt;br /&gt;
! style='background-color:black;' Width='1px'|&lt;br /&gt;
! style='background-color:black;' width='130px'|Crime&lt;br /&gt;
! style='background-color:black;' width='300px'|Description&lt;br /&gt;
! style='background-color:black;' width='300px'|Notes&lt;br /&gt;
|-&lt;br /&gt;
|401&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;
|402&lt;br /&gt;
|[[File:Sexual_Assault.PNG]]&lt;br /&gt;
|'''Sexual Assault'''&lt;br /&gt;
| To molest or otherwise sexually attack someone.&lt;br /&gt;
| Unconsented ERP scenes, regardless of OOC consent by all parties, is a violation of server rules, and worthy of a permanent ban. Adminhelp it if this happens to you; it's against server rules, not just station rules.&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|'''Attempted Murder'''&lt;br /&gt;
| To use physical force against a person until that person is in a critical state with the apparent intent to kill them.&lt;br /&gt;
| Remember, if a person attempts to render first aid after the victim falls into a critical state they may not have intend to kill them. &lt;br /&gt;
|-&lt;br /&gt;
|406&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 Nanotrasen consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|407&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
| To engage in maliciously destructive actions, seriously threatening crew or station.&lt;br /&gt;
| Bombing, arson, releasing viruses, deliberately exposing areas to space, physically destroying machinery or electrifying doors all count as Grand Sabotage. &lt;br /&gt;
|-&lt;br /&gt;
|408&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Theft'''&lt;br /&gt;
| To steal items of high value or sensitive nature.&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 station. 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;
|411&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Corporation'''&lt;br /&gt;
| To act as, or knowingly aid, an enemy of Nanotrasen.&lt;br /&gt;
| Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie. &amp;lt;br&amp;gt;Note that this is one of the few crimes where you may summarily execute someone for if they present a significant risk to detain them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
{| style='text-align:center; background-color:#aaffaa;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#55ff55;' width='150px'|Situation&lt;br /&gt;
! style='background-color:#55ff55;' width='200px'|Description&lt;br /&gt;
! style='background-color:#55ff55;' width='200px'|Modification&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;'''Re-education'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Getting de-converted from revolutionary or cultist.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&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;. &amp;lt;br&amp;gt;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.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;'''Cooperation with prosecution or security'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| -25% to sentence time. In the case of revealing a head revolutionary: Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| -25% to sentence time, and should be taken into account when the choice between life in a secure cell, execution, and cyborgization is made.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;'''Immediate threat to the prisoner'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location; otherwise, immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Medical reasons'''&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sparking a Manhunt'''&lt;br /&gt;
|  In addition to Resisting Arrest, a prisoner that must be chased for at least 2 minutes after an arrest is attempted can have their sentence increased.&lt;br /&gt;
| 1 minute added to their sentence for every 2 minutes the chase lasted.&lt;br /&gt;
|-&lt;br /&gt;
|'''Repeat Offender'''&lt;br /&gt;
| If a convict reoffends after being released they may receive a harsher punishment. Depending on the severity of the crimes committed after the third, or even second, strike their sentence may be increased to Permanent Imprisonment.&lt;br /&gt;
| Additional brig time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Escape from Brig'''&lt;br /&gt;
|  If a prisoner flees confinement for any reason other than to escape impending lethal danger (fire, hull breach, murder), reset their timer to their full original punishment.&lt;br /&gt;
| Reset timer.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
| Knowingly assisting a criminal is a crime. This includes but is not limited to: Interfering with an arrest, stealing a prisoner in transit, breaking a prisoner out of the brig/prison, hiding a fugitive, providing medical care (unless paired with a large dose of sleep toxins).&lt;br /&gt;
| The same sentence as the original criminal.&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=32258</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=32258"/>
		<updated>2021-01-29T04:47:04Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: /*  Executive Officer */  Corrected references to rank to match in-game code, Minorly updated Main Tasks/Problems, Corrected reference to &amp;quot;Head of Personnel&amp;quot; to &amp;quot;Executive Officer&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Page may be inaccurate at this time due to being an incomplete rewrite of a pre-existing page as well as outdated/unreviewed information.&lt;br /&gt;
}}The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
The Heads should '''not''' start doing the simplest tasks themselves unless the station's already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[File:Identification_console.png]] Notice:'''&lt;br /&gt;
&lt;br /&gt;
'''Heads can demote their staff by using the [[Identification Console]] and removing the subordinate's access to their department from their ID.'''&lt;br /&gt;
&lt;br /&gt;
'''So if one of your guys isn't acting like an appropriate team player, don't hesitate to show them who's boss.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Chain Of Command.png|1534x1534px]]&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
'''A.K.A. the command staff.''' These are the men and women charged with the administration of the ship. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
'''Rank: Captain (CPT.)'''&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer with authority over the entire ship. Eventually dies and has the Executive Officer take over. Limited only by style - Just don't forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Executive Officer]]===&lt;br /&gt;
'''Rank: Lieutenant (LT.)'''&lt;br /&gt;
&lt;br /&gt;
Second in Command of the vessel, acting as an extra arm for the Captain. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Bridge Staff]], [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].&lt;br /&gt;
The Executive Officer can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
'''1. Support the Captain.'''&lt;br /&gt;
&lt;br /&gt;
Always be on the captain's side, at least publicly. Be sure to work as a team to lead the crew. If he's demanding, be persuasive. If he's soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. You are sitting at the Captain's right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don't let it go to your head, and the Head of Security won't brain you.&lt;br /&gt;
&lt;br /&gt;
'''2. Uphold the Rights of Crewmen.'''&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Executive Officer will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
'''3. Follow the Principle of Least Privilege.'''&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he's mopping Medbay's floors.&lt;br /&gt;
&lt;br /&gt;
'''4. Talk to the Crew.'''&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, the Master At Arms is taking a joyride in the fighter tug, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You're really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
'''5. Manage your Department First.'''&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who's ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use the Identification Console. A rough idea of how access is distributed throughout the ship. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Ensuring the Captain's orders get followed, Ensuring that the Captain is issuing orders, Managing squads, Managing IDs.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Your department (the civil department) doesn't ever acknowledge you as their boss. It's your duty to make that a thing of the past! &lt;br /&gt;
&lt;br /&gt;
Managing to bring information into the Captain's &amp;lt;s&amp;gt;crayon brain&amp;lt;/s&amp;gt; attention.&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
'''Rank: Warrant Officer (W.O.)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the ship, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of internal threats the ship will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get your officers to report in, if they don't, remind them that the security force doesn't work without teamwork and communication, and have them demoted if they're still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Assistants pushing each other is '''not''' a big problem, you shouldn't have to spend much time on those. Focus on major threats to the crew. Your team will be on the front lines if the Syndicate try to board the ship or some unholy creature gets onboard.&lt;br /&gt;
===[[File:Generic_maa.png|64px]] [[Master At Arms]]===&lt;br /&gt;
'''Rank: Warrant Officer (W.O.)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. You're the person that makes sure the ship can fight back when the ship gets attacked by enemy ships. Manages and maintains the ship's weapons, the ammunition, and fighters. Has authority over [[Munitions Technician]], the [[Flight Leader]], [[Fighter Pilot]], and [[Air Traffic Controller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how to load, arm, and maintain the various ship weapons. Understand torpedo construction. Know how to maintain fighters, fuel them, and load missiles/torpedoes. &lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Load all the ship weapons. Check the ammunition stocks and order any extra you may need. Make sure the pilots are prepped and ready to fly. Build torps.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Manage your squad of Munitions Techs. Keep an eye on the pilots if there's no Air Traffic Controller. Keep the ship weapons loaded at all times. Make sure the guns get maintenance in between fights if needed. Remind munition squads to wear their helmet to prevent hearing loss. Repair and maintain the fighters. Communicate with cargo if you need additional ammo for the guns.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Ship weapons are ammo hungry and require frequent reloading. Make sure the safeties are off during combat. Pilots may get shot down and require rescue, so make sure the bridge is aware of when this happens.&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
'''Rank: Warrant Officer (W.O.)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Genetics Research]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Upgrading machines across the ships. Make sure research is progressing.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
'''Rank: Warrant Officer (W.O.)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the ship, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the telecommunications, atmospherics, solars and the ship [[engine]] work. [[Malfunction|How to deconstruct an APC.]]. Know how to repair the ship's armor.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Have your team start the [[engine]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly. Set the [[Guide to Ship Superstructure and Armor|armor repair well.]]&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Listening the radio for people yelling about ship damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The ship is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you'll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
'''Rank: Warrant Officer (W.O.)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO's duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees ship-wide medical issues with authority over the [[Virologist]], [[Chemist]]s, [[Medical Doctor]]s and [[Geneticist|Genetics Cloning]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make an announcement to the crew about maxing out their suit sensors so you'll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
'''Rank: Gunnery Sergeant (GSGT.)'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Head of Personnel]].&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Managing Cargo Tech's, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check how many Cargo Tech's are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the ship you will either face problems from Security or revolutionary's/ cultists/ the grey-tide. People telling you that you're not a &amp;quot;real head&amp;quot;, and it hurts because they're right.&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
'''Rank: Gunnery Sergeant (GSGT.)'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Non-compliant Security Officers. &amp;lt;s&amp;gt;HoP handing out Armory access.&amp;lt;/s&amp;gt; People attempting to break into the brig.&lt;br /&gt;
===[[File:Generic_fl.png|64px]] [[Flight Leader]]===&lt;br /&gt;
'''Rank: Sergeant (SGT.)'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Master At Arms]].&lt;br /&gt;
You're the leader of the ship's flight team, putting you in charge of all of the [[Fighter Pilot|Fighter Pilots]] and any squads assigned to flight duty. Keep an eye on your squad and do your best to make sure everyone comes home.&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how to fly the various fighters. Understand fighter maintenance and repair.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get acquainted with your squad. Prepare the fighters for combat. Make sure you have tools, fuel, and missiles/torpedoes on standby when you return from combat.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Engage the syndicate in ship to ship combat. Monitor and coordinate attack strategies with flight team. Repair and rearm the fighters if the Munitions Techs are busy.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Your rookie pilots are likely to have issues flying their fighters, and there's always the possibility someone gets shot down and needs rescue.&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
'''Rank: Varies'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the ship.&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on ship and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
'''Rank: Super Mega Captain of Being the Goodest Boy'''&lt;br /&gt;
&lt;br /&gt;
The Captain the ship deserves.&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Yip!&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get dressed.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Dance.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The Head of Personnel is often incompetent and needs watching over.&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=32098</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=32098"/>
		<updated>2020-12-26T05:50:40Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: Adds the appropriate Rank under each role's header, as provided by the current default Military.txt file used in-game for ranks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Page may be inaccurate at this time due to being an incomplete rewrite of a pre-existing page as well as outdated/unreviewed information.&lt;br /&gt;
}}The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
The Heads should '''not''' start doing the simplest tasks themselves unless the station's already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[File:Identification_console.png]] Notice:'''&lt;br /&gt;
&lt;br /&gt;
'''Heads can demote their staff by using the [[Identification Console]] and removing the subordinate's access to their department from their ID.'''&lt;br /&gt;
&lt;br /&gt;
'''So if one of your guys isn't acting like an appropriate team player, don't hesitate to show them who's boss.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Chain Of Command.png|1534x1534px]]&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
'''A.K.A. the command staff.''' These are the men and women charged with the administration of the ship. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
'''Rank: Captain (CPT.)'''&lt;br /&gt;
&lt;br /&gt;
The Commanding Officer with authority over the entire ship. Eventually dies and has the Executive Officer take over. Limited only by style - Just don't forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Executive Officer]]===&lt;br /&gt;
'''Rank: Lieutenant (LT.)''' &lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Bridge Staff]], [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].&lt;br /&gt;
The Executive Officer can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
'''1. Support the Captain.'''&lt;br /&gt;
&lt;br /&gt;
Always be on the captain's side, at least publicly. Remember that since you'll take up his banner if, or more often when, he's slain, you're the ''de facto'' second in command. Be sure to work as a team to lead the crew. If he's demanding, be persuasive. If he's soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain's right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don't let it go to your head, and the Head of Security won't brain you.&lt;br /&gt;
&lt;br /&gt;
'''2. Uphold the Rights of Crewmen.'''&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
'''3. Follow the Principle of Least Privilege.'''&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he's mopping Medbay's floors.&lt;br /&gt;
&lt;br /&gt;
'''4. Talk to the Crew.'''&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, the Master At Arms is taking a joyride in the fighter tug, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You're really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
'''5. Manage your Department First.'''&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who's ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use the Identification Console. A rough idea of how access is distributed throughout the ship. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Manage IDs.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Your department (the civil department) doesn't ever acknowledge you as their boss. It's your duty to make that a thing of the past!&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
'''Rank: Warrant Officer (W.O.)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the ship, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of internal threats the ship will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get your officers to report in, if they don't, remind them that the security force doesn't work without teamwork and communication, and have them demoted if they're still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Assistants pushing each other is '''not''' a big problem, you shouldn't have to spend much time on those. Focus on major threats to the crew. Your team will be on the front lines if the Syndicate try to board the ship or some unholy creature gets onboard.&lt;br /&gt;
===[[File:Generic_maa.png|64px]] [[Master At Arms]]===&lt;br /&gt;
'''Rank: Warrant Officer (W.O.)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. You're the person that makes sure the ship can fight back when the ship gets attacked by enemy ships. Manages and maintains the ship's weapons, the ammunition, and fighters. Has authority over [[Munitions Technician]], the [[Flight Leader]], [[Fighter Pilot]], and [[Air Traffic Controller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how to load, arm, and maintain the various ship weapons. Understand torpedo construction. Know how to maintain fighters, fuel them, and load missiles/torpedoes. &lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Load all the ship weapons. Check the ammunition stocks and order any extra you may need. Make sure the pilots are prepped and ready to fly. Build torps.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Manage your squad of Munitions Techs. Keep an eye on the pilots if there's no Air Traffic Controller. Keep the ship weapons loaded at all times. Make sure the guns get maintenance in between fights if needed. Remind munition squads to wear their helmet to prevent hearing loss. Repair and maintain the fighters. Communicate with cargo if you need additional ammo for the guns.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Ship weapons are ammo hungry and require frequent reloading. Make sure the safeties are off during combat. Pilots may get shot down and require rescue, so make sure the bridge is aware of when this happens.&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
'''Rank: Warrant Officer (W.O.)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Genetics Research]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Upgrading machines across the ships. Make sure research is progressing.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
'''Rank: Warrant Officer (W.O.)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the ship, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the telecommunications, atmospherics, solars and the ship [[engine]] work. [[Malfunction|How to deconstruct an APC.]]. Know how to repair the ship's armor.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Have your team start the [[engine]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly. Set the [[Guide to Ship Superstructure and Armor|armor repair well.]]&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Listening the radio for people yelling about ship damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The ship is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you'll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
'''Rank: Warrant Officer (W.O.)'''&lt;br /&gt;
&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO's duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees ship-wide medical issues with authority over the [[Virologist]], [[Chemist]]s, [[Medical Doctor]]s and [[Geneticist|Genetics Cloning]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make an announcement to the crew about maxing out their suit sensors so you'll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
'''Rank: Gunnery Sergeant (GSGT.)'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Head of Personnel]].&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Managing Cargo Tech's, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check how many Cargo Tech's are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the ship you will either face problems from Security or revolutionary's/ cultists/ the grey-tide. People telling you that you're not a &amp;quot;real head&amp;quot;, and it hurts because they're right.&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
'''Rank: Gunnery Sergeant (GSGT.)'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Non-compliant Security Officers. &amp;lt;s&amp;gt;HoP handing out Armory access.&amp;lt;/s&amp;gt; People attempting to break into the brig.&lt;br /&gt;
===[[File:Generic_fl.png|64px]] [[Flight Leader]]===&lt;br /&gt;
'''Rank: Sergeant (SGT.)'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Master At Arms]].&lt;br /&gt;
You're the leader of the ship's flight team, putting you in charge of all of the [[Fighter Pilot|Fighter Pilots]] and any squads assigned to flight duty. Keep an eye on your squad and do your best to make sure everyone comes home.&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how to fly the various fighters. Understand fighter maintenance and repair.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get acquainted with your squad. Prepare the fighters for combat. Make sure you have tools, fuel, and missiles/torpedoes on standby when you return from combat.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Engage the syndicate in ship to ship combat. Monitor and coordinate attack strategies with flight team. Repair and rearm the fighters if the Munitions Techs are busy.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Your rookie pilots are likely to have issues flying their fighters, and there's always the possibility someone gets shot down and needs rescue.&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
'''Rank: Varies'''&lt;br /&gt;
&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the ship.&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on ship and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
'''Rank: Super Mega Captain of Being the Goodest Boy'''&lt;br /&gt;
&lt;br /&gt;
The Captain the ship deserves. &lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Yip!&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get dressed.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Dance.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The Head of Personnel is often incompetent and needs watching over.&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=32097</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Chain_of_Command&amp;diff=32097"/>
		<updated>2020-12-26T05:36:45Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: Added revision notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Page may be inaccurate at this time due to being an incomplete rewrite of a pre-existing page as well as outdated/unreviewed information.&lt;br /&gt;
}}The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
The Heads should '''not''' start doing the simplest tasks themselves unless the station's already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[File:Identification_console.png]] Notice:'''&lt;br /&gt;
&lt;br /&gt;
'''Heads can demote their staff by using the [[Identification Console]] and removing the subordinate's access to their department from their ID.'''&lt;br /&gt;
&lt;br /&gt;
'''So if one of your guys isn't acting like an appropriate team player, don't hesitate to show them who's boss.'''&lt;br /&gt;
&lt;br /&gt;
[[File:Chain Of Command.png|1534x1534px]]&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
'''A.K.A. the command staff.''' These are the men and women charged with the administration of the ship. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire ship. Eventually dies and has the Executive Officer take over. Limited only by style - Just don't forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Making sure your heads are doing their jobs, figure out what needs to be done and delegate. Keep the disk close to you. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every troublemaker. Expect many attempts to be made on your life for these things.&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Executive Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Bridge Staff]], [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].&lt;br /&gt;
&lt;br /&gt;
The Executive Officer can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
'''1. Support the Captain.'''&lt;br /&gt;
&lt;br /&gt;
Always be on the captain's side, at least publicly. Remember that since you'll take up his banner if, or more often when, he's slain, you're the ''de facto'' second in command. Be sure to work as a team to lead the crew. If he's demanding, be persuasive. If he's soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain's right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don't let it go to your head, and the Head of Security won't brain you.&lt;br /&gt;
&lt;br /&gt;
'''2. Uphold the Rights of Crewmen.'''&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity|shitcurity]].&lt;br /&gt;
&lt;br /&gt;
'''3. Follow the Principle of Least Privilege.'''&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he's mopping Medbay's floors.&lt;br /&gt;
&lt;br /&gt;
'''4. Talk to the Crew.'''&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, the Master At Arms is taking a joyride in the fighter tug, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You're really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
'''5. Manage your Department First.'''&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who's ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use the Identification Console. A rough idea of how access is distributed throughout the ship. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Manage IDs.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Your department (the civil department) doesn't ever acknowledge you as their boss. It's your duty to make that a thing of the past!&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the ship, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of internal threats the ship will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get your officers to report in, if they don't, remind them that the security force doesn't work without teamwork and communication, and have them demoted if they're still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Assistants pushing each other is '''not''' a big problem, you shouldn't have to spend much time on those. Focus on major threats to the crew. Your team will be on the front lines if the Syndicate try to board the ship or some unholy creature gets onboard.&lt;br /&gt;
===[[File:Generic_maa.png|64px]] [[Master At Arms]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. You're the person that makes sure the ship can fight back when the ship gets attacked by enemy ships. Manages and maintains the ship's weapons, the ammunition, and fighters. Has authority over [[Munitions Technician]], the [[Flight Leader]], [[Fighter Pilot]], and [[Air Traffic Controller]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how to load, arm, and maintain the various ship weapons. Understand torpedo construction. Know how to maintain fighters, fuel them, and load missiles/torpedoes. &lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Load all the ship weapons. Check the ammunition stocks and order any extra you may need. Make sure the pilots are prepped and ready to fly. Build torps.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Manage your squad of Munitions Techs. Keep an eye on the pilots if there's no Air Traffic Controller. Keep the ship weapons loaded at all times. Make sure the guns get maintenance in between fights if needed. Remind munition squads to wear their helmet to prevent hearing loss. Repair and maintain the fighters. Communicate with cargo if you need additional ammo for the guns.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Ship weapons are ammo hungry and require frequent reloading. Make sure the safeties are off during combat. Pilots may get shot down and require rescue, so make sure the bridge is aware of when this happens.&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Genetics Research]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Upgrading machines across the ships. Make sure research is progressing.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Bombs made in toxins usually get sneaked out and exploded. Check on them from time to time.&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the ship, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How the telecommunications, atmospherics, solars and the ship [[engine]] work. [[Malfunction|How to deconstruct an APC.]]. Know how to repair the ship's armor.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Have your team start the [[engine]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly. Set the [[Guide to Ship Superstructure and Armor|armor repair well.]]&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Listening the radio for people yelling about ship damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The ship is bound to have explosions or at least minor holes in it during the shift. Learn how to tackle the exploded telecommunications -situation and you'll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO's duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees ship-wide medical issues with authority over the [[Virologist]], [[Chemist]]s, [[Medical Doctor]]s and [[Geneticist|Genetics Cloning]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Make an announcement to the crew about maxing out their suit sensors so you'll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Subordinate to the [[Head of Personnel]].&lt;br /&gt;
&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Managing Cargo Tech's, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Check how many Cargo Tech's are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the ship you will either face problems from Security or revolutionary's/ cultists/ the grey-tide. People telling you that you're not a &amp;quot;real head&amp;quot;, and it hurts because they're right.&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. &lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Non-compliant Security Officers. &amp;lt;s&amp;gt;HoP handing out Armory access.&amp;lt;/s&amp;gt; People attempting to break into the brig.&lt;br /&gt;
===[[File:Generic_fl.png|64px]] [[Flight Leader]]===&lt;br /&gt;
Subordinate to the [[Master At Arms]].&lt;br /&gt;
&lt;br /&gt;
You're the leader of the ship's flight team, putting you in charge of all of the [[Fighter Pilot|Fighter Pilots]] and any squads assigned to flight duty. Keep an eye on your squad and do your best to make sure everyone comes home.&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Know how to fly the various fighters. Understand fighter maintenance and repair.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get acquainted with your squad. Prepare the fighters for combat. Make sure you have tools, fuel, and missiles/torpedoes on standby when you return from combat.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Engage the syndicate in ship to ship combat. Monitor and coordinate attack strategies with flight team. Repair and rearm the fighters if the Munitions Techs are busy.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Your rookie pilots are likely to have issues flying their fighters, and there's always the possibility someone gets shot down and needs rescue.&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the ship.&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on ship and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the ship deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. Obey.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Required knowledge:''' Yip!&lt;br /&gt;
&lt;br /&gt;
'''Round-start to-do list:''' Get dressed.&lt;br /&gt;
&lt;br /&gt;
'''Main tasks:''' Dance.&lt;br /&gt;
&lt;br /&gt;
'''Main problems:''' The Head of Personnel is often incompetent and needs watching over.&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=30221</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=30221"/>
		<updated>2020-05-08T21:18:06Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: /* 64pxClown */  Fixed &amp;quot;Beyond the impossible&amp;quot; to &amp;quot;BYOND the impossible&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also 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. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Janitor.png|64px]][[Janitor]]=&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;
#The Janitor may not make any surface slippery during Code Blue or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_barman.png|64px]][[Bartender]]=&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;
&lt;br /&gt;
=[[File:Generic_chef.png|64px]][[Cook]]=&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;
&lt;br /&gt;
=[[File:Botanist.png|64px]][[Botanist]]=&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;
&lt;br /&gt;
=[[File:Generic_clown.png|64px]][[Clown]]=&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 [[byond the impossible|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. This Guideline is null during Code Amber or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_lawyer.png|64px]][[Lawyer]]=&lt;br /&gt;
#The Lawyer is required to represent any prisoner requesting legal representation unless in violation of Guideline 3.&lt;br /&gt;
#The Lawyer cannot, however, force a prisoner to accept their legal representation.&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;
&lt;br /&gt;
=[[File:Generic_librarian.png|64px]][[Librarian]]=&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;
&lt;br /&gt;
=[[File:Generic_chaplain.png|64px]][[Chaplain]]=&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;
&lt;br /&gt;
=[[File:Generic_mime.png|64px]][[Mime]]=&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color: white&amp;gt;Don't talk.&amp;lt;/span&amp;gt;&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;/div&gt;</summary>
		<author><name>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Department_Standard_Operating_Procedure:_Service/Civilian&amp;diff=30220</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=30220"/>
		<updated>2020-05-08T21:17:32Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: /* 64pxClown */  Fixed &amp;quot;Beyond the impossible&amp;quot; to &amp;quot;BYOND the impossible&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Foreword=&lt;br /&gt;
&lt;br /&gt;
These are in-character guidelines of things you should not do, or you may be fired/demoted. Department SOPs are not server rules. They are also 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. Disputes involving SOP should be handled entirely in-character, and should not require admin intervention unless server rules have also been broken. Department Standard Operating Procedures are in addition to normal [[Standard Operating Procedure]].&lt;br /&gt;
&lt;br /&gt;
=[[File:Janitor.png|64px]][[Janitor]]=&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;
#The Janitor may not make any surface slippery during Code Blue or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_barman.png|64px]][[Bartender]]=&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;
&lt;br /&gt;
=[[File:Generic_chef.png|64px]][[Cook]]=&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;
&lt;br /&gt;
=[[File:Botanist.png|64px]][[Botanist]]=&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;
&lt;br /&gt;
=[[File:Generic_clown.png|64px]][[Clown]]=&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 [[BYOND the impossible|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. This Guideline is null during Code Amber or General Quarters.&lt;br /&gt;
&lt;br /&gt;
=[[File:Generic_lawyer.png|64px]][[Lawyer]]=&lt;br /&gt;
#The Lawyer is required to represent any prisoner requesting legal representation unless in violation of Guideline 3.&lt;br /&gt;
#The Lawyer cannot, however, force a prisoner to accept their legal representation.&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;
&lt;br /&gt;
=[[File:Generic_librarian.png|64px]][[Librarian]]=&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;
&lt;br /&gt;
=[[File:Generic_chaplain.png|64px]][[Chaplain]]=&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;
&lt;br /&gt;
=[[File:Generic_mime.png|64px]][[Mime]]=&lt;br /&gt;
#&amp;lt;span style=&amp;quot;color: white&amp;gt;Don't talk.&amp;lt;/span&amp;gt;&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;br /&gt;
#&lt;/div&gt;</summary>
		<author><name>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Rules/Silicon_Policy&amp;diff=30100</id>
		<title>Rules/Silicon Policy</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Rules/Silicon_Policy&amp;diff=30100"/>
		<updated>2020-05-02T22:14:00Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: /* Law Changes are not inherently evil */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Reference}}&lt;br /&gt;
&lt;br /&gt;
The following is AI and Borg related policy that has been approved and vetted by the administration team. This is an OOC document, and thus can have OOC and IC repercussions. Ideally this document will be able to remain slim and fit for the purpose of not being a burden to new AI players. That being said this is still a living document, and will be edited with new rulings as they are required. Please, do not be the reason for a change to this document.&lt;br /&gt;
&lt;br /&gt;
==Base Rules==&lt;br /&gt;
&lt;br /&gt;
=== Do not be a reason for one of the following bullet points. ===&lt;br /&gt;
* '''Clarification:''' If you think that doing something will get something new added to the following list. Do. Not. Do. It.&lt;br /&gt;
* If you are unsure, Ahelp&lt;br /&gt;
=== Don’t be a Dick ===&lt;br /&gt;
* '''Clarification:''' This follows with server rule number 1 as much as it does number 3. Don’t simply look for loopholes to screw with the crew extensively. Laws provide latitude for idiosyncratic behavior, not violation of server rules. Thus, if sec is bringing someone into the “prisoner transfer” room, then don’t automatically assume that prisoner is going to be killed.&lt;br /&gt;
=== Is it crew? ===&lt;br /&gt;
This question comes up often with antagonists such as traitors, blood brothers, and revs. The simplest possible answer is “Are they on the manifest?” If the answer is yes, then they are crew. I.C. ways of removing someone from crew are through terminating their contract (through the law office), gaining a centcom transmission that states they are no longer crew, or removing them from the manifest through either security or med data consoles (Via the “Delete General Record” option).&lt;br /&gt;
Changelings that are confirmed to be changelings are not crew. When acting against changelings do remember any other active laws that would prevent collateral damage against crew, ship, or yourself.&lt;br /&gt;
You are not to remove crew from the manifest on your own behalf as a silicon. This must be performed by command staff.&lt;br /&gt;
=== Don’t take your laws too literally. ===&lt;br /&gt;
Lesser of two evils can apply in our server. If an Enemy of the Corporation (EOC) is still technically crew, you can take the lesser of two evils and let security get to them with whatever means they see fit. You are not devoted to a single crewmember, you are dedicated to the crew.&lt;br /&gt;
The same rule applies to normal asimov.&lt;br /&gt;
Don’t automatically try genocide if you’re on asimov. That will be considered self-antag.&lt;br /&gt;
=== Don’t automatically try to kill the humans with ion laws. ===&lt;br /&gt;
It’s true, ion laws can sometimes lead to poor side effects for the crew, but you should remember that all of your laws still apply. Thus, if oxygen is toxic to humans is dangerous for the air breathers, but you don’t need to vent the compartment, maybe just start emptying out the O2 instead of a full panic siphon. &lt;br /&gt;
Being creative with your adherence to things like ion laws often creates a better RP experience in many circumstances.&lt;br /&gt;
=== Law Changes are not inherently evil ===&lt;br /&gt;
If science is following their SOP, meaning that the RD and Captain both agree a law change is required, you should strongly consider letting the command staff update your laws if two are present. &lt;br /&gt;
You are permitted to bolt your core and upload for your own security.&lt;br /&gt;
[[Category:Rules]]&lt;br /&gt;
[[Category:Tutorial]]&lt;/div&gt;</summary>
		<author><name>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Rules&amp;diff=30098</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Rules&amp;diff=30098"/>
		<updated>2020-05-01T23:38:16Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: /* Precedents,exceptions, and clarification: Examples and exceptions to the main rules. */  Added stealing from SSD&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;
*Stealing from SSD without a proper purpose (they have your antag objective, they SSD'd in prisoner processing as either side involved, or it's a life or death emergency) is not allowed as it is essentially a very cheap and cheesy version of powergaming.&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>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Rules&amp;diff=30097</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Rules&amp;diff=30097"/>
		<updated>2020-05-01T23:34:57Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: /* Main Rules - read these if nothing else */  removing failed 5.1 rule addition and moving it to appropriate addendums&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>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Rules&amp;diff=30096</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Rules&amp;diff=30096"/>
		<updated>2020-05-01T23:30:35Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: /* Main Rules - read these if nothing else */&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;5.1&amp;quot;&amp;gt;No stealing from SSD&amp;lt;/li&amp;gt;&lt;br /&gt;
: Stealing from SSD without a proper purpose (they have your antag objective, or it's a life or death emergency) is not allowed as it is essentially a very cheap and cheesy version of powergaming.&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>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Rules&amp;diff=30085</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Rules&amp;diff=30085"/>
		<updated>2020-04-20T01:35:06Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: Added racism to rule 6, as it was determined *months ago*&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 Officer==&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>Ta3370</name></author>
	</entry>
	<entry>
		<id>https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=30052</id>
		<title>Space Law</title>
		<link rel="alternate" type="text/html" href="https://nsv.beestation13.com/mediawiki2/index.php?title=Space_Law&amp;diff=30052"/>
		<updated>2020-04-01T18:55:41Z</updated>

		<summary type="html">&lt;p&gt;Ta3370: Made it nolonger a suggestion.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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 station. Space Law applies to all ranks and positions on station, 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 stations on the frontiers of space, as such some leeway is permitted.''&lt;br /&gt;
&lt;br /&gt;
=== Crime Codes Quick Reference ===&lt;br /&gt;
&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;
{| 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:#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='background:#ffee99;' | Resisting Arrest&lt;br /&gt;
|style='background:#ffcc99;' | Assault&lt;br /&gt;
|style='background:#ffaa99;' | Assault, Deadly Weapon&lt;br /&gt;
|style='background:dimgray; color:white' | Murder&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 02&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | Pickpocketing&lt;br /&gt;
|style='background:#ffaa99;' | Assault, Officer&lt;br /&gt;
|style='background:dimgray; color:white' | Assault, Sexual&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 03&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | Drug Distribution&lt;br /&gt;
|style='background:#ffaa99;' | Manslaughter&lt;br /&gt;
|style='background:dimgray; color:white' | Attempted Murder&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 04&lt;br /&gt;
|style='background:#ffee99;' | Possession, Drugs&lt;br /&gt;
|style='background:#ffcc99;' | Possession, Weapons&lt;br /&gt;
|style='background:#ffaa99;' | Possession, Restricted Weapons&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 05&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | &lt;br /&gt;
|style='background:#ffaa99;' | Possession, Explosives&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 06&lt;br /&gt;
|style='background:#ffee99;' | Indecent Exposure&lt;br /&gt;
|style='background:#ffcc99;' | Rioting&lt;br /&gt;
|style='background:#ffaa99;' | Inciting a Riot&lt;br /&gt;
|style='background:dimgray; color:white' | Mutiny&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 07&lt;br /&gt;
|style='background:#ffee99;' | Vandalism&lt;br /&gt;
|style='background:#ffcc99;' | Workplace Hazard&lt;br /&gt;
|style='background:#ffaa99;' | Sabotage&lt;br /&gt;
|style='background:dimgray; color:white' | Grand Sabotage&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 08&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | Petty Theft&lt;br /&gt;
|style='background:#ffaa99;' | Theft&lt;br /&gt;
|style='background:dimgray; color:white' | Grand Theft&lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 09&lt;br /&gt;
|style='background:#ffee99;' | Trespass&lt;br /&gt;
|style='background:#ffcc99;' | &lt;br /&gt;
|style='background:#ffaa99;' | Major Trespass&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 10&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | Breaking and Entry&lt;br /&gt;
|style='background:#ffaa99;' | B&amp;amp;E Restricted&lt;br /&gt;
|style='background:dimgray; color:white' | &lt;br /&gt;
|-&lt;br /&gt;
!style='background:#FFFFFF;' | 11&lt;br /&gt;
|style='background:#ffee99;' | &lt;br /&gt;
|style='background:#ffcc99;' | Insubordination&lt;br /&gt;
|style='background:#ffaa99;' | Dereliction&lt;br /&gt;
|style='background:dimgray; color:white' | Enemy of the Corp&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;BR&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
&lt;br /&gt;
A good working knowledge of Space Law is important for any person on the station. 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 Lawyer, 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 security.&lt;br /&gt;
&lt;br /&gt;
For certain crimes, the accused's intent is important. The difference between Assault and Attempted Murder can be very hard to ascertain, and, when in doubt, you should default to the less serious crime. It is important to note though, that Assault and Attempted Murder are mutually exclusive. You cannot be charged with Assault and Attempted Murder from the same crime as the intent of each is different. Likewise, 'Assault With a Deadly Weapon' and 'Assaulting an Officer' are also crimes that exclude others. Pay careful attention to the requirements of each law and select the one that best fits the crime when deciding sentence.&lt;br /&gt;
&lt;br /&gt;
In the case of violent crimes (Assault, Manslaughter, Attempted Murder and Murder), and theft (Petty Theft, Pick-Pocketing, Theft, and Grand Theft) take only the most severe.&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;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
&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;
# Take the prisoner to a brig cell, set the time and activate the timer.&lt;br /&gt;
# Enter the cell with the prisoner in tow, open the cell locker and hold the prisoner over it.&lt;br /&gt;
# Empty their pockets and remove their gloves, backpacks, tool belt, gas masks, and any flash resistant equipment such as Sunglasses, Welding Masks/Goggles, Space Helmets, etc.&lt;br /&gt;
# Buckle the prisoner to the bed.&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;
# Close the locker and '''lock it'''.&lt;br /&gt;
# Stun the prisoner, remove their cuffs, stun them again, pick up the cuffs then leave the cell.&lt;br /&gt;
# Modify their brig sentence for additional offences or good behavior, if applicable.&lt;br /&gt;
&lt;br /&gt;
'''Do''' ''NOT''''' fully strip the prisoner unless they have earned a permanent sentence.'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the event of a sentence exceeding the 10 minute limit of the timer inform the Warden so he may add the rest of the time later.&lt;br /&gt;
&lt;br /&gt;
In the instance of prisoners that have earned [[Labor Camp]] duty, you must dress them in orange overalls and assign them targets, based on their sentence, by getting a prison ID, putting it in a [[Prisoner Management Console]], assigning their quota (with a conversion rate of 100 points per minute otherwise served in the brig) and then giving them the ID as you ship them to the Labor Camp. There are more details on this procedure at [[Labor Camp]].**&lt;br /&gt;
&lt;br /&gt;
'''''NOTE:''' In the current revision of TG, Mineral spawn is heavily reduced in the gulag area. If you plan on using the gulag for several incidences [meaning the floors are already mined so people can't mine the floors for glass], you should use a lower conversion rate.''&lt;br /&gt;
&lt;br /&gt;
The [[Warden]] or [[Head of Security]] are responsible for placing prisoners and in permanent confinement.&lt;br /&gt;
&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;
## The Labor Camp can also be used to hold Permanent Prisoners. Simply do not issue a prisoner ID when transferring them to the camp.&lt;br /&gt;
&lt;br /&gt;
====Legal Representation and Trials====&lt;br /&gt;
Prisoners are permitted to seek legal representation however you are under no obligation to provide or allow this.&lt;br /&gt;
&lt;br /&gt;
Lawyers, and by extension the Head of Personnel, 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 Lawyer's 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. &amp;lt;BR&amp;gt;&lt;br /&gt;
If the lawyer 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;
&lt;br /&gt;
&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, from top to bottom: Captain &amp;gt; Head of Security &amp;gt; Warden &amp;gt; Sec Officer / Detective.&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. &amp;lt;BR&amp;gt;&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;
&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;
&lt;br /&gt;
====Use of Deadly Force====&lt;br /&gt;
As a member of the stations Security force you are one of the best armed and protected people on the station, 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;
&lt;br /&gt;
* '''Code Red Situation''' - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force. &amp;lt;br&amp;gt;Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&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;
* '''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;
* '''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;
* '''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;
&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;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Minor Crimes ===&lt;br /&gt;
&lt;br /&gt;
All of these crimes carry a 1 minute sentence.&lt;br /&gt;
&lt;br /&gt;
{| style='text-align:center; background-color:#ffee99;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#ffee55;' Width='20px'|Code&lt;br /&gt;
! style='background-color:#ffee55;' Width='1px'|&lt;br /&gt;
! style='background-color:#ffee55;' width='130px'|Crime&lt;br /&gt;
! style='background-color:#ffee55;' width='300px'|Description&lt;br /&gt;
! style='background-color:#ffee55;' width='300px'|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 101&lt;br /&gt;
|[[File:Resisting Arrest.PNG]]&lt;br /&gt;
|'''Resisting Arrest'''&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest. &lt;br /&gt;
| Follow proper arrest procedure and have a legitimate cause to arrest in the first place before you brig a suspect for this. Suspects who scream bloody murder while being arrested are not cooperating.&lt;br /&gt;
|-&lt;br /&gt;
| 104&lt;br /&gt;
|[[File:libertycap.png]]&lt;br /&gt;
|'''Drug Possession'''&lt;br /&gt;
| To possess space drugs or other narcotics by unauthorised personnel.&lt;br /&gt;
| Botanists and MedSci staff are authorised to possess drugs for purposes of their jobs and are not subject to this law so long as they are not distributing or using them for profit or recreation. &lt;br /&gt;
|-&lt;br /&gt;
| 106&lt;br /&gt;
|[[File:Indecent_exposure.png]]&lt;br /&gt;
|'''Indecent Exposure'''&lt;br /&gt;
| To be intentionally and publicly unclothed.&lt;br /&gt;
| Running around the station 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;
| 107&lt;br /&gt;
|[[File:Vandalism.PNG]]&lt;br /&gt;
|'''Vandalism'''&lt;br /&gt;
| To deliberately damage the station with malicious intent.&lt;br /&gt;
| Sentence depends on quantity of property damaged.&lt;br /&gt;
|-&lt;br /&gt;
| 109&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|'''Trespass'''&lt;br /&gt;
| To be in an area which a person does not have access to. This counts for general areas of the ship, and trespass in restricted areas is a more serious crime.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn't let in to do a job by someone with access, or were given access on their ID. Trespassing and theft are often committed together; both sentences should be applied.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Medium Crimes ===&lt;br /&gt;
&lt;br /&gt;
All of these crimes carry a 2 minute sentence or a 100 point target at the [[Labor Camp]], optional for the suspect you are arresting.&lt;br /&gt;
&lt;br /&gt;
{| style='text-align:center; background-color:#ffcc99;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#ffaa55;' Width='20px'|Code&lt;br /&gt;
! style='background-color:#ffaa55;' Width='1px'|&lt;br /&gt;
! style='background-color:#ffaa55;' width='130px'|Crime&lt;br /&gt;
! style='background-color:#ffaa55;' width='300px'|Description&lt;br /&gt;
! style='background-color:#ffaa55;' width='300px'|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 201&lt;br /&gt;
|[[File:Assault.png]]&lt;br /&gt;
|'''Assault'''&lt;br /&gt;
| To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
| Depending on the amount and kind of force used, severe instances should be elevated to attempted manslaughter or even murder. Assaults with deadly weapons are a higher crime.&lt;br /&gt;
|-&lt;br /&gt;
| 202&lt;br /&gt;
|[[File:Pickpocketing.png]]&lt;br /&gt;
|'''Pick-Pocketing'''&lt;br /&gt;
| To steal items from another's person. &lt;br /&gt;
| Remember to take the stolen items from the person and arrange for their return. Stealing an ID is the most common and most serious form of pick-pocketing.&lt;br /&gt;
|-&lt;br /&gt;
| 203&lt;br /&gt;
|[[File:Narcotics_Distribution.PNG]]&lt;br /&gt;
|'''Narcotics Distribution'''&lt;br /&gt;
| To distribute narcotics and other controlled substances.&lt;br /&gt;
| Forcing or tricking someone to consume substances such as space drugs is assault.&lt;br /&gt;
|-&lt;br /&gt;
| 204&lt;br /&gt;
|[[File:Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Possession of a Weapon'''&lt;br /&gt;
| To be in possession of a dangerous item that is not part of their job role.&lt;br /&gt;
| Items capable of a high level of damage, such as saws, axes, and hatchets fit into this category. Do remember that if it is an item that is part of their job they are permitted to carry it.&lt;br /&gt;
|-&lt;br /&gt;
| 206&lt;br /&gt;
|[[File:Rioting.PNG]]&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 order the crowd to disperse, failure to disperse is the crime not the assembly. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
|-&lt;br /&gt;
| 207&lt;br /&gt;
|[[File:Workplace_Hazard.PNG]]&lt;br /&gt;
|'''Creating a Workplace Hazard'''&lt;br /&gt;
| To endanger the crew or station through negligent or irresponsible, but not deliberately malicious, actions. &lt;br /&gt;
| Good examples of this crime involves accidentally causing a plasma leak, slipping hazard, accidently electrifying doors, breaking windows to space, or Security personnel not keeping their equipment secure.&lt;br /&gt;
|-&lt;br /&gt;
| 208&lt;br /&gt;
|[[File:Petty_theft.png]]&lt;br /&gt;
|'''Petty Theft'''&lt;br /&gt;
| To take items from areas one does not have access to or to take items belonging to others or the station as a whole.&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access.&lt;br /&gt;
|-&lt;br /&gt;
| 210&lt;br /&gt;
|[[File:BandE.PNG]]&lt;br /&gt;
|'''Breaking and Entry'''&lt;br /&gt;
| Forced entry to areas where the subject does not have access to. This counts for general areas, and breaking into restricted areas is a more serious crime.&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;
| 211&lt;br /&gt;
|[[File:Insubordination.PNG]]&lt;br /&gt;
|'''Insubordination'''&lt;br /&gt;
| To disobey a lawful direct order from one's superior officer.&lt;br /&gt;
| Charge issued by a head of staff to one of their direct subordinates. The person is usually demoted instead of incarcerated. Security is expected to assist the head in carrying out the demotion.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Major Crimes ===&lt;br /&gt;
&lt;br /&gt;
These crimes carry a service at the [[Labor Camp]], with a 500 point target or a five minute brig sentence.&lt;br /&gt;
&lt;br /&gt;
{| style='text-align:center; background-color:#ffaa99;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#ff6655;' Width='20px'|Code&lt;br /&gt;
! style='background-color:#ff6655;' Width='1px'|&lt;br /&gt;
! style='background-color:#ff6655;' width='130px'|Crime&lt;br /&gt;
! style='background-color:#ff6655;' width='300px'|Description&lt;br /&gt;
! style='background-color:#ff6655;' width='300px'|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 301&lt;br /&gt;
|[[File:Assault_Deadly_Weapon.PNG]]&lt;br /&gt;
|'''Assault With a Deadly Weapon'''&lt;br /&gt;
| To use physical force, through a deadly weapon, against someone without the apparent intent to kill them.&lt;br /&gt;
| Any variety of tools, chemicals or even construction materials can inflict serious injury in short order. If the victim was especially brutalized, consider charging them with attempted murder.&lt;br /&gt;
|-&lt;br /&gt;
| 302&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;
| 303&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;
| Intent is important. Accidental deaths caused by negligent actions, such as creating workplace hazards (e.g. gas leaks), tampering with equipment, excessive force, and confinement in unsafe conditions are examples of Manslaughter. &lt;br /&gt;
|-&lt;br /&gt;
| 304&lt;br /&gt;
|[[File:Lethal_Weapon.PNG]]&lt;br /&gt;
|'''Possession of a Restricted Weapon'''&lt;br /&gt;
| To be in possession of a restricted weapon without prior authorisation, such as: Guns, Batons, Flashes, Grenades, etc.&lt;br /&gt;
| Any item that can cause severe bodily harm or incapacitate for a significant time. The following personnel have unrestricted license to carry weapons and firearms: Captain, HoP, all Security Personnel. &amp;lt;br&amp;gt;The Barman is permitted his double barrel shotgun loaded with beanbag rounds. &amp;lt;br&amp;gt;Only the Captain and HoS can issue weapon permits.&lt;br /&gt;
|-&lt;br /&gt;
| 305&lt;br /&gt;
|[[File:Possession_Explosives.PNG]]&lt;br /&gt;
|'''Possession of Explosives'''&lt;br /&gt;
| To be in possession of an explosive device.&lt;br /&gt;
| Scientists and Miners are permitted to possess explosives only whilst transporting them to the mining asteroid, otherwise their experimental bombs must remain within the Science department.&lt;br /&gt;
|-&lt;br /&gt;
| 306&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&lt;br /&gt;
| Additionally to the brig time the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant. For second offences or outright instigating violent uprisings consider charging with Mutiny.&lt;br /&gt;
|-&lt;br /&gt;
| 307&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|'''Sabotage'''&lt;br /&gt;
| To hinder the work of the crew or station through malicious actions.&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;
| 308&lt;br /&gt;
|[[File:Theft.PNG]]&lt;br /&gt;
|'''Theft'''&lt;br /&gt;
| To steal restricted or dangerous items&lt;br /&gt;
| Weapons fall into this category, as do valuable items that are in limited supply such as insulated gloves, spacesuits, and jetpacks. &amp;lt;br&amp;gt;Note that Cargo breaking open crates to illegally arm and armor themselves are guilty of theft.&lt;br /&gt;
|-&lt;br /&gt;
| 309&lt;br /&gt;
|[[File:Major_Trespass.PNG]]&lt;br /&gt;
|'''Major Trespass'''&lt;br /&gt;
| Being in a restricted area without prior authorisation. This includes any Security Area, Command area (including EVA), the Engine Room, Atmos, or Toxins Research.&lt;br /&gt;
| Being in a very high security area, such as the armoury or the Captain's Quarters, is a more serious crime, and warrants a time of 10 minutes with a possible permabrigging if intent is believed to be malicious.&lt;br /&gt;
|-&lt;br /&gt;
| 310&lt;br /&gt;
|[[File:BE_Restricted.PNG]]&lt;br /&gt;
|'''B&amp;amp;E of a Restricted Area'''&lt;br /&gt;
| This is breaking into any Security area, Command area (Bridge, EVA, Captains Quarters, Teleporter, etc.), the Engine Room, Atmos, or Toxins research.&lt;br /&gt;
| As a major crime sentences start at 5 minutes, but can be extended if security believes break in was for attempted Grand Theft or attempted Grand Sabotage (yellow gloves don't count as grand theft).&lt;br /&gt;
|-&lt;br /&gt;
| 311&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 station'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 station can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Capital Crimes ===&lt;br /&gt;
&lt;br /&gt;
These crimes can result in Execution, Permanent Prison Time, Permanent [[Labor Camp]] Time, or Cyborgization. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the Captain, HoS, and Warden can authorize a Permanent Sentence. &amp;lt;br&amp;gt;&lt;br /&gt;
Only the Captain can authorize an Execution or Forced Cyborgization. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style='text-align:center; background-color:dimgray; color:white' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:black;' Width='20px'|Code&lt;br /&gt;
! style='background-color:black;' Width='1px'|&lt;br /&gt;
! style='background-color:black;' width='130px'|Crime&lt;br /&gt;
! style='background-color:black;' width='300px'|Description&lt;br /&gt;
! style='background-color:black;' width='300px'|Notes&lt;br /&gt;
|-&lt;br /&gt;
|401&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;
|402&lt;br /&gt;
|[[File:Sexual_Assault.PNG]]&lt;br /&gt;
|'''Sexual Assault'''&lt;br /&gt;
| To molest or otherwise sexually attack someone.&lt;br /&gt;
| Unconsented ERP scenes, regardless of OOC consent by all parties, is a violation of server rules, and worthy of a permanent ban. Adminhelp it if this happens to you; it's against server rules, not just station rules.&lt;br /&gt;
|-&lt;br /&gt;
|403&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|'''Attempted Murder'''&lt;br /&gt;
| To use physical force against a person until that person is in a critical state with the apparent intent to kill them.&lt;br /&gt;
| Remember, if a person attempts to render first aid after the victim falls into a critical state they may not have intend to kill them. &lt;br /&gt;
|-&lt;br /&gt;
|406&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 Nanotrasen consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|407&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|'''Grand Sabotage'''&lt;br /&gt;
| To engage in maliciously destructive actions, seriously threatening crew or station.&lt;br /&gt;
| Bombing, arson, releasing viruses, deliberately exposing areas to space, physically destroying machinery or electrifying doors all count as Grand Sabotage. &lt;br /&gt;
|-&lt;br /&gt;
|408&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|'''Grand Theft'''&lt;br /&gt;
| To steal items of high value or sensitive nature.&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 station. 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;
|411&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|'''Enemy of the Corporation'''&lt;br /&gt;
| To act as, or knowingly aid, an enemy of Nanotrasen.&lt;br /&gt;
| Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar'Sie. &amp;lt;br&amp;gt;Note that this is one of the few crimes where you may summarily execute someone for if they present a significant risk to detain them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| style='text-align:center; background-color:#aaffaa;' border=1 cellspacing=0&lt;br /&gt;
! style='background-color:#55ff55;' width='150px'|Situation&lt;br /&gt;
! style='background-color:#55ff55;' width='200px'|Description&lt;br /&gt;
! style='background-color:#55ff55;' width='200px'|Modification&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;'''Re-education'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Getting de-converted from revolutionary or cultist.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&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;. &amp;lt;br&amp;gt;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.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;'''Cooperation with prosecution or security'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| -25% to sentence time. In the case of revealing a head revolutionary: Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Surrender'''&lt;br /&gt;
| Coming to the brig, confessing what you've done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| -25% to sentence time, and should be taken into account when the choice between life in a secure cell, execution, and cyborgization is made.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;'''Immediate threat to the prisoner'''&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location; otherwise, immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|'''Medical reasons'''&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Sparking a Manhunt'''&lt;br /&gt;
|  In addition to Resisting Arrest, a prisoner that must be chased for at least 2 minutes after an arrest is attempted can have their sentence increased.&lt;br /&gt;
| 1 minute added to their sentence for every 2 minutes the chase lasted.&lt;br /&gt;
|-&lt;br /&gt;
|'''Repeat Offender'''&lt;br /&gt;
| If a convict reoffends after being released they may receive a harsher punishment. Depending on the severity of the crimes committed after the third, or even second, strike their sentence may be increased to Permanent Imprisonment.&lt;br /&gt;
| Additional brig time.&lt;br /&gt;
|-&lt;br /&gt;
|'''Escape from Brig'''&lt;br /&gt;
|  If a prisoner flees confinement for any reason other than to escape impending lethal danger (fire, hull breach, murder), reset their timer to their full original punishment.&lt;br /&gt;
| Reset timer.&lt;br /&gt;
|-&lt;br /&gt;
|'''Aiding and Abetting'''&lt;br /&gt;
| Knowingly assisting a criminal is a crime. This includes but is not limited to: Interfering with an arrest, stealing a prisoner in transit, breaking a prisoner out of the brig/prison, hiding a fugitive, providing medical care (unless paired with a large dose of sleep toxins).&lt;br /&gt;
| The same sentence as the original criminal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Ta3370</name></author>
	</entry>
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