Difference between revisions of "Department Standard Operating Procedure: Munitions"

From NSV13
Jump to navigationJump to search
m (Adds images)
 
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
==[[file:generic_maa.png]][[Master at Arms]]==
+
{{Important
 
+
|Title=These are In-Character Guidelines
===Relaxed and Standard Operation===
+
|Note=<font size='2'>[[Standard Operating Procedure]]s (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.</font>
 +
|Color=#0398fc
 +
|Image=Docs blue.png
 +
}}
 +
==[[File:MAA.png|64x64px]][[Master at Arms]]==
 +
'''Higher alert levels overwrite SOP of lower ones.'''
 +
===Duty:===
 +
'''Coordinating the munitions department and ensuring every technician knows what they’re doing.'''
  
 +
'''Assisting the captain in making decisions on munition related matters.'''
 +
===<span style="color:green">CONDITION 3 - RELAXED OPERATIONS</span>===
 
# The MAA is responsible for keeping the ship's weaponry in a good condition and a battle-ready state.
 
# The MAA is responsible for keeping the ship's weaponry in a good condition and a battle-ready state.
 
# The MAA must ensure that no workplace hazards are created in the Weapons Bay.
 
# The MAA must ensure that no workplace hazards are created in the Weapons Bay.
 
# The MAA must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against a MAA breaking this guideline.
 
# The MAA must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against a MAA breaking this guideline.
# Despite being in charge of Fighter Pilots and the Hangar Bay, the MAA should delegate the day-to-day overseeing of fighters and the hangar to the Flight Leader and the Air Traffic Controller. The MAA, however, still has authority over them.
+
# Despite being in charge of Fighter Pilots and the Hangar Bay, the MAA should delegate the day-to-day overseeing of fighters and the hangar to the Air Traffic Controller. The MAA, however, still has authority over them.
 
# The MAA is permitted to carry a self-defense weapon, in the form of their police baton.
 
# The MAA is permitted to carry a self-defense weapon, in the form of their police baton.
# The MAA may only use their security gasmask's hailer and [whatevs that function is called where you can ask for help over the sec channel, with the radial menu] function in case of emergency.
+
# The MAA may only use their security gasmask's hailer and signal dispatch function in case of emergency.
 
# The MAA may freely take on projects aimed at expanding and improving the ship's weaponry. Do note that keeping the ship's already existing weaponry in a battle-ready state should take priority over building new ones. They should also inform the MTs about the project.
 
# The MAA may freely take on projects aimed at expanding and improving the ship's weaponry. Do note that keeping the ship's already existing weaponry in a battle-ready state should take priority over building new ones. They should also inform the MTs about the project.
# The MAA may freely deconstruct existing weaponry, although a good reason must be provided, and the weapon rebuilt, or it's materials reused.
+
# The MAA may freely deconstruct existing weaponry, although a good reason must be provided.
# The MAA is not allowed to take over the Cargo department's work, unless there is no Cargo Technicians or Quartermasters, or the MAA receives permission from the Captain.
+
# The MAA is not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MAA receives permission from the Captain.
# The MAA is allowed to file both verbal and printed complains to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.
+
# The MAA is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.
 
+
===<span style="color:orange">CONDITION 2 - STANDARD OPERATION</span>===
===General Quarters and Condition Zebra===
+
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED</u>
 
+
# The MAA should ensure that the fighters are always ready to launch.
# All previous guidelines carry over.
+
===<span style="color:red">CONDITION 1 - GENERAL QUARTERS</span>===
 +
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED</u>
 
# The MAA should always keep the CIC informed on the weapons status, preferably on the Command radio channel.
 
# The MAA should always keep the CIC informed on the weapons status, preferably on the Command radio channel.
# The MAA must ensure that the fighters are always ready to launch.
+
# The MAA is not allowed to take over the Cargo department's work without express permission of the Quartermaster or Captain by temporarily suspending all non-critical orders.
# Projects aimed at expanding the ship's weaponry should be withheld to ensure the fighting capability of the already existing weaponry.
+
# The MAA may order anyone he deems a disruption to loading operations to be removed from the Munitions bay by force.
 
+
# Ensuring the fighting capacity of existing weaponry should be prioritized above weapon expansion projects.
==[[file:generic_mt.png]][[Munitions Technician]]==
+
===<span style="color:blue">CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED</span>===
 
+
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED</u>
===Relaxed and Standard Operation===
+
# The MAA must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.
 
+
# If not in combat, the MAA may send his Munitions Technicians on damage control duty around the ship.
# MTs must ensure that all weapons are loaded and ready for battle at any time.
+
==[[file:generic_mt.png|64px]][[Munitions Technician]]==
# MTs must minimize the number of active heat sources and fires, such as welding tools, cigars, etc. when working near Torpedos, Missiles, Naval Artillery munitions and propellants.
+
'''Higher alert levels overwrite SOP of lower ones.'''
# MTs should take care to store any and all munitions in their respective storage facilities, to reduce the effect of a potential accident.
+
===Duty:===
 +
'''Loading the guns and producing missiles/torpedoes, maintaining weapons systems.'''
 +
===<span style="color:green">CONDITION 3 - RELAXED OPERATIONS</span>===
 +
# MTs must minimize the number of active heat sources and fires, such as welding tools, cigars, etc. when working near torpedos, missiles, naval artillery munitions and propellants.
 +
# MTs should take care to store any and all munitions in storage facilities, to reduce the effect of a potential accident.
 
# MTs must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against MTs breaking this guideline.
 
# MTs must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against MTs breaking this guideline.
 
# MTs may freely take on projects aimed at expanding and improving the ship's weaponry, after they ask for and gain permission from the MAA. Do note that keeping the ship's already existing weaponry in a battle ready state should take priority over building new ones.
 
# MTs may freely take on projects aimed at expanding and improving the ship's weaponry, after they ask for and gain permission from the MAA. Do note that keeping the ship's already existing weaponry in a battle ready state should take priority over building new ones.
# MTs may freely deconstruct existing weaponry, although a good reason must be provided, and the weapon rebuilt, or it's materials reused.
+
# MTs may deconstruct existing weaponry with the permission of the MAA or Captain.
# MTs should provide the Fighter Pilots and the Flight Leader with missiles and Torpedos, although supplying the ship's AMS system takes priority.
+
# MTs are not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MT receives permission from the Captain.
# MTs are not allowed to take over the Cargo department's work, unless there is no Cargo Technicians or Quartermasters, or the MT receives permission from the Captain.
+
# MTs are allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.
# MTs are allowed to file both verbal and printed complains to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.
+
# MTs must provide a supply or a probe torpedo for cargo and research, should the need arise for them. Freight torpedoes are not to be loaded into VLS tubes, instead must be given to cargo.
# MTs must provide a supply or a probe torpedo for cargo and research, should the need arise for them. These Torpedos are not to be loaded into VLS tubes, instead must be loaded into a Torpedo Tube.
+
===<span style="color:orange">CONDITION 2 - STANDARD OPERATION</span>===
 +
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED</u>
  
===General Quarters and Condition Zebra===
+
# MTs must ensure that all weapons are loaded and ready for battle at any time.
 
+
# MTs should provide the Fighter Pilots with missiles and torpedoes, though AMS systems may take priority depending on the orders of command staff.
# Previous guidelines 1; 2; 3; 4;  8 carry over.
 
# Projects aimed at expanding or moving the ship's weaponry should be withheld to ensure the fighting capability of the already existing weaponry.
 
# Probe and supply Torpedos may not be constructed to reserve parts for combat munitions.
 
# MTs may freely man the Gauss Cannons or the 50 caliber machineguns during battle, although Munitions Support squad members are capable of doing so too, while they may not be capable of loading the more complicated weaponry of the ship.
 
 
 
==[[file:generic_fl.png]][[Flight Leader]]==
 
 
 
===Relaxed and Standard Operation===
 
 
 
# The Flight Leader is responsible for keeping the ship's fighters and their pilots ready for combat.
 
# The FL may freely claim a Fighter for themselves, and utilize it in combat. If disputes arise, the FL may claim a Heavy Fighter over a Pilot.
 
# The FL may freely go on a training flight, alone or with other Pilots. However, they must notify CIC and the MAA.
 
# The FL may not damage the Hangar Bay and/or their fighters by not utilizing the tug when transporting fighters.
 
# The FL may request Missles and Torpedos from Munitions, however, such requests may be denied. The FL should also take care to handle these armaments in a safe manner.
 
# The FL may scrap a Fighter not claimed by another Pilot for spare parts, however, they must notify the flight crew. When doing so, care should be taken to keep at least one fighter in good condition for late arriving pilots.
 
# The FL may freely build new fighters, however, keeping the already existing ones in good condition should take a priority.
 
# The FL must maximize their suit sensors at all times, to allow recovery in space by medical teams, in case of accidents.
 
 
 
===General Quarters and Condition Zebra===
 
 
 
# All previous Guidelines except Guideline 3; 6 carry over.
 
# Training flights must be withheld until combat is over.
 
# Unused Fighters may not be scrapped, so that if a Pilot loses their Fighter, they are not stranded in the Hangar.
 
 
 
==[[file:generic_pilot.png]][[Fighter Pilot]]==
 
 
 
===Relaxed and Standard Operation===
 
  
# Pilots are responsible for keeping their fighters in a battle-ready state at all times.
+
===<span style="color:red">CONDITION 1 - GENERAL QUARTERS</span>===
# Pilots may freely claim a Fighter for themselves and utilize it in combat. However, the FL can overrule such a claim if they provide good reason for it.
+
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED</u>
# Pilots may go on training flights, but they must first get permission from the FL.
+
# MTs must ensure the fighting capacity of existing weaponry. Armament projects outside of reloading and rearming are to be paused unless vital to combating the immediate threat.
# Pilots may not damage the Hangar Bay and/or their fighters by not utilizing the tug when transporting fighters.
+
# MTs assigned to assist pilots in rearm and repair operations should coordinate with ATC
# Pilots may request Missles and Torpedos from Munitions, however, such requests may be denied. Pilots should also take care to handle these armaments in a safe manner.
+
# MTs may freely man the Gauss Cannons during battle, although loading of the main guns is to be prioritized.
# Pilots may scrap a Fighter not claimed by another Pilot for spare parts, however, they must notify the flight crew. When doing so, care should be taken to keep at least one fighter in good condition for late arriving pilots.
 
# Pilots may freely build new fighters, however, keeping the already existing ones in good condition should take a priority.
 
# Pilots must ensure that there is at least one hardsuit left for newly arriving Pilots.
 
# Pilots must maximize their suit sensors at all times, to allow recovery in space by medical teams, in case of accidents.
 
  
===General Quarters and Condition Zebra===
+
===<span style="color:blue">CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED</span>===
 
+
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED</u>
# All previous Guidelines except Guidelines 3; 6 carry over.
+
# MTs must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.
# Training flights should be withheld until combat is over.
+
# If not in combat, the Munitions Technicians may be sent on damage control duty around the ship if ordered so by the MAA.
# Unused Fighters may not be scrapped, so that if a Pilot loses their Fighter, they are not stranded in the Hangar.
 
  
 
==[[file:generic_atc.png]][[Air Traffic Controller]]==
 
==[[file:generic_atc.png]][[Air Traffic Controller]]==
 
+
'''Higher alert levels overwrite SOP of lower ones.'''
===Relaxed and Standard Operation===
+
===Duty:===
 
+
'''Coordinating all flights of on-board launched aircraft and incoming vessels.'''
# The ATC must assist in keeping the Fighters and the Hangar Bay supplied and in good condition.
+
===<span style="color:green">CONDITION 3 - RELAXED OPERATIONS</span>===
 
# The ATC is responsible for operating the ship's Magnetic Catapults and keeping the CIC up to date about the status of the Fighters and their Pilots, preferably through the Command radio channel.
 
# The ATC is responsible for operating the ship's Magnetic Catapults and keeping the CIC up to date about the status of the Fighters and their Pilots, preferably through the Command radio channel.
 
# The ATC should keep one spare Aircraft Tug key on his person at all times, for usage in case of other keys going missing.
 
# The ATC should keep one spare Aircraft Tug key on his person at all times, for usage in case of other keys going missing.
 
# The ATC may go on training flights with Pilots, but they must receive permission from the MAA beforehand.
 
# The ATC may go on training flights with Pilots, but they must receive permission from the MAA beforehand.
# The ATC must notify the CIC about all non-combat flights of Pilots, and, should CIC veto that flight, the ATC mustn't launch said Pilots.
+
# The ATC must notify the CIC about all flights of Pilots, and, should CIC veto that flight, the ATC mustn't launch said Pilots.
 
# The ATC may freely assist in building new fighters, and repairing existing ones.
 
# The ATC may freely assist in building new fighters, and repairing existing ones.
# The ATC may request Missles and Torpedos from Munitions, however, such requests may be denied. The ATC should also take care to handle these armaments in a safe manner.
+
# The ATC may request missiles and torpedoes from Munitions, however, such requests may be denied. The ATC should also take care to handle these armaments in a safe manner.
# The ATC is not allowed to take over the Cargo department's work, unless there is no Cargo Technicians or Quartermasters, or the ATC receives permission from the Captain.
+
# The ATC is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Hangar.
# The ATC is allowed to file both verbal and printed complains to the Captain and the XO if the Cargo department is failing to provide supplies for the Hangar.
+
===<span style="color:orange">CONDITION 2 - STANDARD OPERATION</span>===
 
+
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED</u>
===General Quarters and Condition Zebra===
+
# The ATC must assist in keeping the Fighters and the Hangar Bay supplied and in good condition.
 
+
# The ATC may no longer go on training flights with pilots.
# All previous Guidelines except Guidelines 4 and 5 carry over.
+
===<span style="color:red">CONDITION 1 - GENERAL QUARTERS</span>===
 +
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED</u>
 
# The ATC may not leave the Hangar bay and go into battle in a fighter until combat is over.
 
# The ATC may not leave the Hangar bay and go into battle in a fighter until combat is over.
 
# The ATC must keep the CIC updated on the status of the Fighters at all times.
 
# The ATC must keep the CIC updated on the status of the Fighters at all times.
 +
# The ATC may launch combat aircraft at their discretion.
 +
===<span style="color:blue">CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED</span>===
 +
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED</u>
 +
# ATC must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.
 +
# If not in combat or otherwise needed, ATC must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel
 +
==[[file:generic_pilot.png]][[Fighter Pilot]]==
 +
'''Higher alert levels overwrite SOP of lower ones.'''
 +
===Duty:===
 +
'''Fly Ship-launched fightercraft. Maintain their fightercraft.'''
 +
===<span style="color:green">CONDITION 3 - RELAXED OPERATIONS</span>===
 +
# Pilots may freely claim a Fighter for themselves and utilize it in combat. However, the MAA/ATC can overrule such a claim if they provide good reason for it.
 +
# Pilots may go on training flights, but they must first request permission from the Bridge/ATC.
 +
# Pilots may not damage the Hangar Bay and/or their fighters by not utilizing the tug when transporting fighters.
 +
# Pilots may request missiles and torpedoes from Munitions, however, such requests may be denied. Pilots should also take care to handle these armaments in a safe manner.
 +
# Pilots may scrap a Fighter not claimed by another Pilot for spare parts, however, they must first request permission from the MAA/ATC. When doing so, care should be taken to keep at least one fighter in good condition for late arriving pilots.
 +
# Pilots may freely build new fighters, however, keeping the already existing ones in good condition should take a priority.
 +
# Pilots must ensure that there is at least one hardsuit left for newly arriving Pilots.
 +
# If flying, Pilots must maximize their suit sensors at all times, to allow recovery in space by medical teams, in case of accidents.
 +
===<span style="color:orange">CONDITION 2 - STANDARD OPERATION</span>===
 +
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED</u>
 +
# Pilots are responsible for keeping their fighters in a battle-ready state at all times.
 +
# Training flights should be withheld until Condition 2 is over, though can still occur with permission from CIC/ATC.
 +
===<span style="color:red">CONDITION 1 - GENERAL QUARTERS</span>===
 +
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED</u>
 +
# Unused Fighters may not be scrapped, so that if a Pilot loses their Fighter, they are not stranded in the Hangar.
 +
# Pilots may no longer build new fighters if one is already available
 +
===<span style="color:blue">CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED</span>===
 +
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED</u>
 +
# Pilots must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.
 +
# If not in combat or otherwise needed, Pilots must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel

Latest revision as of 14:39, 23 September 2023

Docs blue.png These are In-Character Guidelines

Standard Operating Procedures (SOPs) are general guidelines and may be used as justification for administrative action and/or IC punishments, such as being fired from your position. They are not meant to be followed to the letter, because circumstances and context may permit you to break SOP. However, the fact that SOP is malleable is not an excuse to ignore it entirely.


MAA.pngMaster at Arms[edit | edit source]

Higher alert levels overwrite SOP of lower ones.

Duty:[edit | edit source]

Coordinating the munitions department and ensuring every technician knows what they’re doing.

Assisting the captain in making decisions on munition related matters.

CONDITION 3 - RELAXED OPERATIONS[edit | edit source]

  1. The MAA is responsible for keeping the ship's weaponry in a good condition and a battle-ready state.
  2. The MAA must ensure that no workplace hazards are created in the Weapons Bay.
  3. The MAA must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against a MAA breaking this guideline.
  4. Despite being in charge of Fighter Pilots and the Hangar Bay, the MAA should delegate the day-to-day overseeing of fighters and the hangar to the Air Traffic Controller. The MAA, however, still has authority over them.
  5. The MAA is permitted to carry a self-defense weapon, in the form of their police baton.
  6. The MAA may only use their security gasmask's hailer and signal dispatch function in case of emergency.
  7. The MAA may freely take on projects aimed at expanding and improving the ship's weaponry. Do note that keeping the ship's already existing weaponry in a battle-ready state should take priority over building new ones. They should also inform the MTs about the project.
  8. The MAA may freely deconstruct existing weaponry, although a good reason must be provided.
  9. The MAA is not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MAA receives permission from the Captain.
  10. The MAA is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.

CONDITION 2 - STANDARD OPERATION[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED

  1. The MAA should ensure that the fighters are always ready to launch.

CONDITION 1 - GENERAL QUARTERS[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED

  1. The MAA should always keep the CIC informed on the weapons status, preferably on the Command radio channel.
  2. The MAA is not allowed to take over the Cargo department's work without express permission of the Quartermaster or Captain by temporarily suspending all non-critical orders.
  3. The MAA may order anyone he deems a disruption to loading operations to be removed from the Munitions bay by force.
  4. Ensuring the fighting capacity of existing weaponry should be prioritized above weapon expansion projects.

CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED

  1. The MAA must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.
  2. If not in combat, the MAA may send his Munitions Technicians on damage control duty around the ship.

Generic mt.pngMunitions Technician[edit | edit source]

Higher alert levels overwrite SOP of lower ones.

Duty:[edit | edit source]

Loading the guns and producing missiles/torpedoes, maintaining weapons systems.

CONDITION 3 - RELAXED OPERATIONS[edit | edit source]

  1. MTs must minimize the number of active heat sources and fires, such as welding tools, cigars, etc. when working near torpedos, missiles, naval artillery munitions and propellants.
  2. MTs should take care to store any and all munitions in storage facilities, to reduce the effect of a potential accident.
  3. MTs must not take explosive or otherwise dangerous munitions or accelerants outside the Weapons bay. Exceptions from this are taking them to the Hangar Bay or Hangar Storage for the Pilots. Security may take action against MTs breaking this guideline.
  4. MTs may freely take on projects aimed at expanding and improving the ship's weaponry, after they ask for and gain permission from the MAA. Do note that keeping the ship's already existing weaponry in a battle ready state should take priority over building new ones.
  5. MTs may deconstruct existing weaponry with the permission of the MAA or Captain.
  6. MTs are not allowed to take over the Cargo department's work, unless there are no Cargo Technicians or Quartermasters, or the MT receives permission from the Captain.
  7. MTs are allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Weapons Bay.
  8. MTs must provide a supply or a probe torpedo for cargo and research, should the need arise for them. Freight torpedoes are not to be loaded into VLS tubes, instead must be given to cargo.

CONDITION 2 - STANDARD OPERATION[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED

  1. MTs must ensure that all weapons are loaded and ready for battle at any time.
  2. MTs should provide the Fighter Pilots with missiles and torpedoes, though AMS systems may take priority depending on the orders of command staff.

CONDITION 1 - GENERAL QUARTERS[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED

  1. MTs must ensure the fighting capacity of existing weaponry. Armament projects outside of reloading and rearming are to be paused unless vital to combating the immediate threat.
  2. MTs assigned to assist pilots in rearm and repair operations should coordinate with ATC
  3. MTs may freely man the Gauss Cannons during battle, although loading of the main guns is to be prioritized.

CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED

  1. MTs must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.
  2. If not in combat, the Munitions Technicians may be sent on damage control duty around the ship if ordered so by the MAA.

Generic atc.pngAir Traffic Controller[edit | edit source]

Higher alert levels overwrite SOP of lower ones.

Duty:[edit | edit source]

Coordinating all flights of on-board launched aircraft and incoming vessels.

CONDITION 3 - RELAXED OPERATIONS[edit | edit source]

  1. The ATC is responsible for operating the ship's Magnetic Catapults and keeping the CIC up to date about the status of the Fighters and their Pilots, preferably through the Command radio channel.
  2. The ATC should keep one spare Aircraft Tug key on his person at all times, for usage in case of other keys going missing.
  3. The ATC may go on training flights with Pilots, but they must receive permission from the MAA beforehand.
  4. The ATC must notify the CIC about all flights of Pilots, and, should CIC veto that flight, the ATC mustn't launch said Pilots.
  5. The ATC may freely assist in building new fighters, and repairing existing ones.
  6. The ATC may request missiles and torpedoes from Munitions, however, such requests may be denied. The ATC should also take care to handle these armaments in a safe manner.
  7. The ATC is allowed to file both verbal and printed complaints to the Captain and the XO if the Cargo department is failing to provide supplies for the Hangar.

CONDITION 2 - STANDARD OPERATION[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED

  1. The ATC must assist in keeping the Fighters and the Hangar Bay supplied and in good condition.
  2. The ATC may no longer go on training flights with pilots.

CONDITION 1 - GENERAL QUARTERS[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED

  1. The ATC may not leave the Hangar bay and go into battle in a fighter until combat is over.
  2. The ATC must keep the CIC updated on the status of the Fighters at all times.
  3. The ATC may launch combat aircraft at their discretion.

CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED

  1. ATC must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.
  2. If not in combat or otherwise needed, ATC must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel

Generic pilot.pngFighter Pilot[edit | edit source]

Higher alert levels overwrite SOP of lower ones.

Duty:[edit | edit source]

Fly Ship-launched fightercraft. Maintain their fightercraft.

CONDITION 3 - RELAXED OPERATIONS[edit | edit source]

  1. Pilots may freely claim a Fighter for themselves and utilize it in combat. However, the MAA/ATC can overrule such a claim if they provide good reason for it.
  2. Pilots may go on training flights, but they must first request permission from the Bridge/ATC.
  3. Pilots may not damage the Hangar Bay and/or their fighters by not utilizing the tug when transporting fighters.
  4. Pilots may request missiles and torpedoes from Munitions, however, such requests may be denied. Pilots should also take care to handle these armaments in a safe manner.
  5. Pilots may scrap a Fighter not claimed by another Pilot for spare parts, however, they must first request permission from the MAA/ATC. When doing so, care should be taken to keep at least one fighter in good condition for late arriving pilots.
  6. Pilots may freely build new fighters, however, keeping the already existing ones in good condition should take a priority.
  7. Pilots must ensure that there is at least one hardsuit left for newly arriving Pilots.
  8. If flying, Pilots must maximize their suit sensors at all times, to allow recovery in space by medical teams, in case of accidents.

CONDITION 2 - STANDARD OPERATION[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED

  1. Pilots are responsible for keeping their fighters in a battle-ready state at all times.
  2. Training flights should be withheld until Condition 2 is over, though can still occur with permission from CIC/ATC.

CONDITION 1 - GENERAL QUARTERS[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED

  1. Unused Fighters may not be scrapped, so that if a Pilot loses their Fighter, they are not stranded in the Hangar.
  2. Pilots may no longer build new fighters if one is already available

CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED[edit | edit source]

ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED

  1. Pilots must be prepared to don a vacuum-safe suit at a moment's notice, and carry a sufficient amount of oxygen at all times.
  2. If not in combat or otherwise needed, Pilots must help out with damage control as outlined in the Condition Zebra SOP - Noncritical Personnel