Difference between revisions of "User:MoistBrother/Sandbox"

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{{Important
+
{{Under construction|reason=This is my personal sandbox, all information contained herein may be wildly inaccurate.}}
|Title=These are In-Character Guidelines
 
|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:Captain_action.png|64px]][[Captain]]=
+
[[File:Whiterapids 1.png|alt=|thumb|311x311px|''Whiterapids'']]
'''Higher alert levels overwrite SOP of lower ones.'''
+
= Introduction=
===Duty:===
+
Whiterapids, the right arm of the Federation. They stand proud as the first proper federation military. They’re currently the main military force combating and defending against the Syndicate. Each piece of Whiterapids functions like a well oiled machine to do the most with as little as possible, a necessary act, due to it's hopelessly tiny budget. Whiterapids continues to prove themselves to be extraordinarily clever with resource management and tactics, always using the cutting edge of experimental technology to keep the enemy on their toes.
'''The captain is to command the ships operation from the bridge, they may involve themselves directly, it is however advised to let the XO handle most departmental problems.'''
 
  
'''The Captain must ensure the combat readiness of the vessel.'''
 
  
===<span style="color:green">CONDITION 3 - RELAXED OPERATIONS</span>===
+
=Organization=
 +
Whiterapids is organized in a roughly branch-like structure, mimicking [[Nanotrasen]]'s makeup in principle.
 +
*Grand admirals are part of Strategic command, as are generals(though generals are still the same rank as normal admirals, don't let them tell you otherwise.)
 +
*Fleet admirals are primarily stationed in fleet command, where they control the navy directly, or through normal admirals.
 +
*Normal admirals are wherever they are assigned to, mostly this will be in controlling Battle-groups or small fleets, though they are also known to hold temporary control over planets and colonies.
  
# The Captain may not change the alert level to circumvent any laws or Department Standard Operating Procedure Guidelines. The alert level must always be set to the appropriate level.
 
# The Captain is subject to Space Law.
 
# The Captain is not permitted to perform regular Security duty. However, they may still assist Security if they see a crime being committed.
 
# If a department lacks a Head of Staff, the Captain should make reasonable efforts to appoint an Acting Head of Staff, if there are available personnel to fill the position.
 
# The Captain may only promote personnel to an Acting Head of Staff position if there is no assigned Head of Staff associated with the department. Said Acting Head of Staff must be a member of the department they are to lead with the exception of cases where none are available. When this is the case a crewmember from another department may be appointed to the position, under the condition they resign when a more suitable candidate becomes available.
 
# The Captain may not fire or demote any Head of Staff without reasonable justification (ie: incompetency, criminal activity, repeatedly breaking Department Standard Operating Procedure, or otherwise any action that endangers/compromises #the ship and/or crew) or during an engagement with hostile forces.
 
# The Captain must have the approval of at least two Heads of Staff to modify the AI’s lawset. The Captain must order the AI to state their new laws immediately after uploading them. This Guideline is null if the ship lacks two Heads of Staff or if the change is merely to reset the AIs laws.
 
# The Captain is to ensure that Space Law is being appropriately enforced by the Head of Security and their officers.
 
# The Captain may only order the execution of a crewmember in compliance with Space Law.
 
# The Captain is only allowed to carry their designated command glock, and their ceremonial weapons such as their ion sabre or similar.
 
  
===<span style="color:orange">CONDITION 2 - STANDARD OPERATION</span>===
+
==Strategic Command==
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED</u>
+
At the very top, is a semi-independent military tribunal called 'Strategic Command', staffed by anyone including company reps, the council of grand admirals, generals, centcom advisors and officials, etc. They are the cream of the crop, and
 +
are the ultimate deciders when it comes to Doctrine, Budget, Strategy, etc. They are in subordination to, and in direct contact with, central command, and often get their priorities dictated by them.
 +
===Fleet Command ===
 +
A loose conglomerate of all admirals barring grand, in direct contact with the supply corps and personnel bureau so as to facilitate rapid resource reallocation. These are the main handy-men of the whiterapids navy. They are subdevided in 3 rough groups:
 +
*Whiterapids QRF; The 'quick response fleets' are allowed access to EAS, and the ability to go about their missions however they want for maximum flexibility. They are often single highly specialized ships that receive their orders directly from fleet/strategic command. To prevent loss of these crews, QRF uses a newly developed technique of making mass-backups regularly, and cloning them whenever they go down. A fact that has resulted in some VERY experienced crews, that are able to in some cases, staff entire ships with less than five people.
 +
* Whiterapids Attack Division; Here we find those fleets that are constantly on the offensive, often being recalled to change targets or refit their ships.
 +
*Whiterapids Defense Division; The saving grace, the defensive division is in charge of maintaining our front lines even if the attack and QRF divisions are out spearheading some insane offensive.
 +
===Supply Corps===
 +
The logistical center point of Whiterapids. In charge of keeping everyone well fed and ships well maintained.
 +
===Bureau of Personnel===
 +
Sentient resources, in effect. Handling all staffing across all of Whiterapids. In constant headache over QRF's propensity for mass-cloning, which muddles up staff records tremendously.
  
# The captain may request basic security gear (Pepper Spray, Stunbaton, Taser) for protection of themselves and the bridge; such equipment must be returned after CONDITION 3 is resumed.
 
# The captain may outfit bridge staff with stun batons or pepper spray if they deem it necessary, such equipment must be returned after CONDITION 3 is resumed.
 
  
===<span style="color:red">CONDITION 1 - GENERAL QUARTERS</span>===
+
=History =
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED</u>
+
Whiterapids was formed in response to the beginning of the second syndicate war. [[Solgov]] was not interested in fighting what amounts to a long war of attrition, and brought up the creation of a federation-wide naval force. Though their initial budget was less than stellar, [[Nanotrasen]] decided that it would be a great way to get their hands on their own navy, and discreetly flooded Whiterapids with bribes, personnel, resources, and money. This has resulted in a sort of split-allegiance of Whiterapids, where [[Solgov]] is getting concerned that [[Nanotrasen]] may be trying to bypass the regulations keeping them from building their own navy to overthrow them.
  
# The Captain must stay on the bridge at all times to oversee the engagement, delegating off-bridge tasks to the Executive Officer. .
+
Since then, Whiterapids has matured, and is now steadily on-track to becoming somewhat of a regional power player. To NT's delight.
# The Captain may carry lethal weapons to protect the CIC from potential harm, but will be held accountable for their actions after the alert level has been lowered.
 
# If not in combat, the captain must announce the reason for entering General Quarters, and delegate resources to fixing the reason for the alarm, and may order the XO to do so in their stead if needed.
 
  
===<span style="color:blue">CONDITION ZEBRA - AIRTIGHT DOORS ENGAGED</span>===
+
=Relations=
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3,2 AND 1 UNLESS OTHERWISE STATED</u>
+
As a Federation-Formed institution, Whiterapids does its best to maintain good relations with all members of the federation, alien or not. Though there are still some old fashioned traditions related to Human-only admiralty, anyone from anywhere can occupy lower positions such as interns or any lower branch of Whiterapids itself such as Supply Corps or the Bureau of Personnel. They will hire anyone willing, and do their best to convince the unwilling otherwise.
 
 
# The captain is to don a space-capable hardsuit, preferably their own, and needs to maintain a constant supply of oxygen.
 
# The captain must announce the reason for entering CONDITION ZEBRA, and delegate resources to fixing said reason, and may order the XO to do so in their stead if needed.
 
 
 
 
 
 
 
=[[File:Generic_hop.png|64px]][[Executive Officer]]=
 
'''Higher alert levels overwrite SOP of lower ones.'''
 
===Duty:===
 
'''The Executive Officer must ensure smooth operation in and between departments.'''
 
 
 
'''Though the Executive Officer has the authority to do so, it is advised not to directly interfere in a head’s department, they should instead consult with the relevant head.'''
 
 
 
===<span style="color:green">CONDITION 3 - RELAXED OPERATIONS</span>===
 
 
 
# The Executive Officer must inform the relevant Head of Staff when giving a crewmember a job in their department.
 
# The Executive Officer may not grant themself or anyone else all access.
 
# The Executive Officer should not grant someone access to an additional department if said department is staffed (e.g. don’t give Shaft Miners access to Science while Scientists are already doing research). However, the Executive Officer can transfer crewmembers to other departments in compliance with Guideline 1.
 
# The Executive Officer may not fire or demote any crewmember without authorization from the relevant Head of Staff, unless they have violated Space Law or Department Standard Operating Procedure.
 
# The Executive Officer is free to utilize paperwork at their discretion.
 
# The Executive Officer should report to their desk when a crewmember requests it.
 
# The Executive Officer is in charge of Supply, however, it is recommended to let the Quartermaster handle things.
 
# The Executive Officer is bound to the same Guidelines regarding ordering crates as the Quartermaster and Cargo Technicians.
 
# The Executive Officer is not permitted to perform Security duty.
 
# The Executive Officer is only allowed to carry their designated command glock, and their ceremonial weapons such as their ion sabre or similar.
 
# The Executive Officer must follow the same Head of Staff promotion/demotion Guidelines as the Captain, in addition to seeking approval from the captain.
 
# The Executive Officer must assign squads to needed duties, and is to ensure crew members are in squads that are appropriate for their normal jobs.
 
 
 
===<span style="color:orange">CONDITION 2 - STANDARD OPERATION</span>===
 
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED</u>
 
 
 
# The Executive Officer may carry basic security gear(Pepper Spray, Stunbaton, Taser) for protection, such equipment must be returned after CONDITION 3 is resumed.
 
# The Executive Officer may temporarily grant themselves additional access to deal with problems that could affect the combat readiness of the vessel.
 
# The Executive Officer may demote or detain a crewmember if they are significantly, maliciously or otherwise, hampering the combat readiness of the vessel, they are to be handed off to security as soon as possible, where they must be dealt with according to space law.
 
# The Executive Officer should not enforce undue standards of paperwork. Expediency should take precedence over bureaucracy.
 
# The Executive Officer may order any legal crate if such is needed to ensure the combat readiness of the vessel.
 
# The Executive Officer is to ensure operation of squads, and must coordinate their efforts with their pager.
 
 
 
===<span style="color:red">CONDITION 1 - GENERAL QUARTERS</span>===
 
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED</u>
 
 
 
# The Executive Officer may carry lethal weapons to deal with threats to the ships combat readiness, but will be held accountable for their actions after the alert level has been lowered.
 
# The Executive Officer may have any access during the entirety of the combat engagement to carry out the orders of the Captain, or to respond to threats affecting combat capability of the vessel, though it is advised not to do so personally.
 
# The Executive Officer may demote and or detain a head of staff if they are significantly or maliciously hampering the combat readiness of the vessel, it is required to seek captains approval before doing such.
 
 
 
===<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>
 
 
 
# The Executive Officer is to don a space-capable suit, and needs to maintain a constant supply of oxygen.
 
# The Executive Officer needs to assign damage control squads and coordinate with engineering to deal with damage or breaches.
 
 
 
 
 
 
 
=[[Bridge Staff]]=
 
'''Higher alert levels overwrite SOP of lower ones.'''
 
===Duty:===
 
'''Bridge Staff control the Helm and Tactical consoles, they are to engage the enemy on the captain's orders.'''
 
 
 
'''They also chart routes and perform jumps, they dodge incoming fire and coordinate attacks with each other.'''
 
 
 
===<span style="color:green">CONDITION 3 - RELAXED OPERATIONS</span>===
 
 
 
# Bridge Staff may not fire the weapons systems without prior authorization from the captain.
 
# Bridge Staff may not fire on friendly or neutral ships.
 
# Bridge Staff may not jump the ship without specific orders to do so.
 
# Bridge Staff may only use their designated console unless the other Bridge Officer is not on the bridge.
 
# Bridge Staff may not waste ammunition. Only fire it while targeting hostile ships that are in range.
 
# Bridge Staff may not move the ship if doing so will leave behind crewmembers.
 
# Bridge Staff must announce that they are moving the ship into combat and give ample time for crewmembers to get on board.
 
# Bridge Staff may leave the bridge, in which case it is advised to inform others.
 
 
 
===<span style="color:orange">CONDITION 2 - STANDARD OPERATION</span>===
 
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 UNLESS OTHERWISE STATED</u>
 
 
 
# Bridge Staff are permitted to detain unauthorized crewmembers on the bridge, however, Security must be notified immediately and the prisoner must be turned over to them.
 
# Bridge Staff may request non-lethal security equipment such as stun batons or pepper spray, which must be returned once the ship reverts to CONDITION 3.
 
# Bridge Staff need to ensure that suitable safety equipment is near and ready to use in case of emergencies.
 
# Bridge Staff should ensure that at least one person is on the bridge at any time, they are not to leave the bridge unattended.
 
 
 
===<span style="color:red">CONDITION 1 - GENERAL QUARTERS</span>===
 
<u>ALL REGULATIONS CARRY OVER FROM CONDITION 3 AND 2 UNLESS OTHERWISE STATED</u>
 
 
 
# Bridge Staff may fire the weapons systems freely.
 
# Bridge Staff must report promptly to the bridge and take their post.
 
# Bridge Staff are permitted to FTL jump during combat if they believe the ship will not survive. This Guideline supersedes any orders given by the Captain or Executive Officer.
 
# Bridge Staff may not leave the bridge at any time during combat.
 
# Bridge Staff may not leave the Helm unattended during General Quarters, always ensure the ship is ready to evade incoming fire.
 
# Bridge Staff are not to activate the brakes before jumping, to ensure that the ship is able to maneuver once the jump is completed.
 
 
 
===<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>
 
 
 
# Bridge Staff are to don a space-capable suit, and need to maintain a constant supply of oxygen.
 
# Bridge Staff need to ensure the ship stays out of combat to prevent further damage to the hull, unless otherwise ordered to engage the enemy by the Captain.
 

Latest revision as of 08:07, 5 October 2022

Wrench.png This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "This is my personal sandbox, all information contained herein may be wildly inaccurate."


Whiterapids

Introduction[edit | edit source]

Whiterapids, the right arm of the Federation. They stand proud as the first proper federation military. They’re currently the main military force combating and defending against the Syndicate. Each piece of Whiterapids functions like a well oiled machine to do the most with as little as possible, a necessary act, due to it's hopelessly tiny budget. Whiterapids continues to prove themselves to be extraordinarily clever with resource management and tactics, always using the cutting edge of experimental technology to keep the enemy on their toes.


Organization[edit | edit source]

Whiterapids is organized in a roughly branch-like structure, mimicking Nanotrasen's makeup in principle.

  • Grand admirals are part of Strategic command, as are generals(though generals are still the same rank as normal admirals, don't let them tell you otherwise.)
  • Fleet admirals are primarily stationed in fleet command, where they control the navy directly, or through normal admirals.
  • Normal admirals are wherever they are assigned to, mostly this will be in controlling Battle-groups or small fleets, though they are also known to hold temporary control over planets and colonies.


Strategic Command[edit | edit source]

At the very top, is a semi-independent military tribunal called 'Strategic Command', staffed by anyone including company reps, the council of grand admirals, generals, centcom advisors and officials, etc. They are the cream of the crop, and are the ultimate deciders when it comes to Doctrine, Budget, Strategy, etc. They are in subordination to, and in direct contact with, central command, and often get their priorities dictated by them.

Fleet Command[edit | edit source]

A loose conglomerate of all admirals barring grand, in direct contact with the supply corps and personnel bureau so as to facilitate rapid resource reallocation. These are the main handy-men of the whiterapids navy. They are subdevided in 3 rough groups:

  • Whiterapids QRF; The 'quick response fleets' are allowed access to EAS, and the ability to go about their missions however they want for maximum flexibility. They are often single highly specialized ships that receive their orders directly from fleet/strategic command. To prevent loss of these crews, QRF uses a newly developed technique of making mass-backups regularly, and cloning them whenever they go down. A fact that has resulted in some VERY experienced crews, that are able to in some cases, staff entire ships with less than five people.
  • Whiterapids Attack Division; Here we find those fleets that are constantly on the offensive, often being recalled to change targets or refit their ships.
  • Whiterapids Defense Division; The saving grace, the defensive division is in charge of maintaining our front lines even if the attack and QRF divisions are out spearheading some insane offensive.

Supply Corps[edit | edit source]

The logistical center point of Whiterapids. In charge of keeping everyone well fed and ships well maintained.

Bureau of Personnel[edit | edit source]

Sentient resources, in effect. Handling all staffing across all of Whiterapids. In constant headache over QRF's propensity for mass-cloning, which muddles up staff records tremendously.


History[edit | edit source]

Whiterapids was formed in response to the beginning of the second syndicate war. Solgov was not interested in fighting what amounts to a long war of attrition, and brought up the creation of a federation-wide naval force. Though their initial budget was less than stellar, Nanotrasen decided that it would be a great way to get their hands on their own navy, and discreetly flooded Whiterapids with bribes, personnel, resources, and money. This has resulted in a sort of split-allegiance of Whiterapids, where Solgov is getting concerned that Nanotrasen may be trying to bypass the regulations keeping them from building their own navy to overthrow them.

Since then, Whiterapids has matured, and is now steadily on-track to becoming somewhat of a regional power player. To NT's delight.

Relations[edit | edit source]

As a Federation-Formed institution, Whiterapids does its best to maintain good relations with all members of the federation, alien or not. Though there are still some old fashioned traditions related to Human-only admiralty, anyone from anywhere can occupy lower positions such as interns or any lower branch of Whiterapids itself such as Supply Corps or the Bureau of Personnel. They will hire anyone willing, and do their best to convince the unwilling otherwise.