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	<updated>2026-06-02T13:36:29Z</updated>
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		<id>http://sojourn13.space/w/index.php?title=Mar%27qua&amp;diff=2609</id>
		<title>Mar&#039;qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Mar%27qua&amp;diff=2609"/>
		<updated>2022-05-22T06:54:43Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: Mar&amp;#039;qua Lore Rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
===Quick-Start Guide===&lt;br /&gt;
* They have a biology similar to terran cephalopods, with a lithe, flexible body lacking bones and a singular, advanced eye&lt;br /&gt;
* Their culture focuses on peaceful, cautious advancement of the fields of science, with a rampant paranoia of both AI and death.&lt;br /&gt;
* Mar’qua come in a variety of shades, with some being able to alter their own skin colour in a camouflage-esque system&lt;br /&gt;
* The aquatic nature of Mar’qua make them resistant to the cold and better at seeing in the dark compared to a human&lt;br /&gt;
* Not only are the Mar’qua naturally intelligent and long lived, but through genetic manipulation these traits are further emphasized, resulting in a ponderous, wise race. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar’qua biology, although extremely alien in nature, can be more easily compared to the terran cephalopod class of terran animals. They stand on average from 5’2 - 5’8, with a slightly wiry and pliant gait that’s born from their lack of bones, with their body structure instead being supported by advanced lengths of cartilage and ligaments. &lt;br /&gt;
Their most notable feature to humans lie in their singular eye, located in a similar spot that would be between the eyes of a baseline human. Their face lacks any distinct features outside this singular eye, with their mouth being perfectly sealed outside of it’s use for speech or eating. Where their mouth is rarely used for breathing, the Mar’qua instead use a mix of Cutaneous respiration and the use of gills that are located just below their jawline.&lt;br /&gt;
&lt;br /&gt;
The eye in particular is an important part of the Mar’qua, both in a societal icon and biological significance. With multiple layers of eyelids that cover a wide variety of protection to the sensitive organ underneath and a horizontal ‘pupil’ which both serves to give them a much wider range of vision than one would expect from a singular-eyed organism and contains a sophisticated system for allowing depth perception by taking points of reference from opposite sides of the eye.&lt;br /&gt;
&lt;br /&gt;
With their technological mastery over genetics, the average Mar’qua has little worry over old age, with their advanced treatments staving off death indefinitely to any of their species that have access to it. With this in mind, with their relatively slow metabolism, Mar’Qua naturally live to be between 100-150 years old.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
As cautious people born from their paranoia of the unknown, the Mar’qua, despite being far more ancient than other space-faring nations, expanded from their home system at an incredibly slow pace, taking every measure to minimize risk and rates of mortality. &lt;br /&gt;
&lt;br /&gt;
Mar’quaran colonies tend to be low in number, with a stagnant population maintained by the cryo-freezing of fertilized eggs, only to be unthawed if an individual happens to die in order to replace them. These small ‘dens’ of Mar’qua focus on technological pursuit, observation and the maintenance of local ecosystems and life. The main exceptions to this sparsely populated trend are their massive ‘exploratory’ fleets and their home planet. The former used for both the colonization of new planets, scientific pursuit and the defense of their borders. The latter is their home planet of Mar’hal, an advanced, dense nexus of universities, laboratories and urban sprawls that collect and process data collected from their exploratory fleets and colonies. &lt;br /&gt;
&lt;br /&gt;
The average Mar’qua will go about their day very similar to a human counterpart, but with an extreme level of observation and recording of data. Janitors will record the effectiveness of different chemicals, Botanists the speed of growth of plants in different types of soil and conditions, and even security personnel will meticulously record the performance of their arms and armor. Mar’qua take great pride in each contribution towards the sciences, with doctoral titles being absent in their vocabulary, as every Mar’qua consider themselves a scientist in one shape or another. &lt;br /&gt;
&lt;br /&gt;
Mar’quaran culture outside the fields of sciences will always feel the curiosity embedded naturally in the race. An alien visitor to a Mar’quaran resturant would find a wide range of perfected dishes created in an attempt to appeal to the tastes of their race, curated by countless recordings of previous data as Mar’qua chefs find endless satisfaction in sating alien tastes. &lt;br /&gt;
&lt;br /&gt;
Although one might expect hyper-practical and standardized architecture and aesthetics. Mar’qua find observations to be one of the most important experiences one can have, with a wide range of creative efforts and techniques used in their artistic fields to make sure an individual walking down one of their streets would never see the same sight twice. To an alien individual, some of the choices of colour theory and mixing would seem bizarre or even ugly, especially those lacking in more advanced ocular organs compared to the naturally complex and artificially enhanced Mar’qua ‘Ti’.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Due to the early discovery of bluespace technology and their prolonged contact with a technologically advanced empire early in their history, the Mar’qua had an advanced kickstart into their own technological progress, particularly in the areas of bluespace, genetics, physics and biochemistry. The paranoia caused by their superstition and history with AI, the Mar’qua very reluctantly rely on artificial computing systems out of very basic machines. Instead, the Mar’qua’s advancements in biomachinery allow them to use complex MMIs (man-machine interfaces) to interface and control machinery or computers directly, rather than using algorithms or machine learning. &lt;br /&gt;
&lt;br /&gt;
The field of genetics is also a vast and specialized field to the Mar’qua. Their avoidance of artificial intelligence in all forms and superstition around death pushed them to pursue genetic augmentation in order to increase their own mental capacity to replace any need for computing power. The average Mar’qua will slowly accumulate more and more modifications during their lifetime, with their access to Mar’quaran genetic treatment facilities artificially extending their natural lifespans indefinitely in all but the most destitute dens and colonies. The resulting eldars from this society, especially the Lar’kan possessing mental ability easily rivaling minds such as greyson AI. These elders are possessively kept secret away from the federation, being held safely on Ti’qua, away from prying eyes. &lt;br /&gt;
&lt;br /&gt;
A large part of Mar’quaran culture is the celebration of historic and modern breakthroughs in science, ones of note are those who’s accomplishments can be attributed to the idealistic nature of their solar system, these particular holidays are as follows: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Lai’nim Day: 18/04 - Celebration attributed to cooling and laser systems advancements&lt;br /&gt;
* Nam’ril Day: 22/10 - Celebration attributed to gas processing and macroengineering&lt;br /&gt;
* Nal’ril Day: 03/12 - Celebration of the advances in extraction and mineral processing&lt;br /&gt;
* Tel’hal Day: 15/05 - Celebration of the xenofauna and xenoflora sciences&lt;br /&gt;
* Mar’hal Day: 01/01 - Celebration of life&lt;br /&gt;
* Rai’hal Day: 05/07 - Celebration of MMI technology and Genetic Augmentation&lt;br /&gt;
* Ne’ril Day: 11/02 - Celebration of Optics and Sensory technology&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Although the Mar’qua as a people and a culture lack a religion as humans would see it, they hold a superstition or paranoia of the afterlife. With even their advanced sciences they’ve failed to figure out what happens to the living consciousness when they pass over, leading to a split in thought between the Mar’qua people. &lt;br /&gt;
&lt;br /&gt;
One group, colloquially known as the “Introspectors (Len’Qua)”, look to advance Mar’qua life past the possibility of death, avoiding the paranoia altogether. This is usually done through genetic advances, leading to the majority of the Mar’qua people being biologically immortal, lacking a death from old age. &lt;br /&gt;
&lt;br /&gt;
The other are known as the “Extrospectors (Lin’Qua)”, with the Mar’qua’s obsession with observation, these people look to find out what happens after death, this obsession with observation grows passed this and outward to the rest of the universe, in some held hope that they will find the answers if they understand enough. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
The politics of the Mar’qua is mostly focused on technological advancement and pursuit rather than economics, war, or even personal ideals. The closest thing the Mar’qua have to a governing body is the Lar’Kan and Lar’Kar. The Lar’kan being a group of 20 individuals who hold seats in the capital of Ti’Qua. Each seat of this governing body is an expert in a particular field of science, covering the entirety of scientific basis. The Lar’Kar is a particular individual who is both seen as the ‘face’ and ‘leader’ of the Lar’kan. This individual appoints the leaders of new colonies, fleets and important operations after thorough debate with the seats of the Lar’kan. The Lar’kar is expected to be knowledgeable in all fields of knowledge in order to avoid the bias that a singular field of knowledge would result in. &lt;br /&gt;
&lt;br /&gt;
Outside of technological matters, the Lar’kan do not interfere or dictate how colonies and ‘den’s operate. The only exception to this being Mar’quaran holidays, where a particular subject of a holiday may be changed if a new innovation of technology replaces the subject matter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History of the Maq&#039;Qua===&lt;br /&gt;
===Early Contact===&lt;br /&gt;
The Mar’quaran hate for AI can only be speculated to a theorized event thousands of years in their history that surpassed written and oral tradition, instead sowing a seed of fear deep into the very culture of their race. During the early atomic era of their history, before they even had ventured into their stars, they discovered bluespace technology, namely communication using bluespace crystals that had grown upon a meteorite that crashed narrowly into their home planet. Using this newly discovered form of communication, the Mar’qua contacted an unknown alien empire, forming a budding friendship between the two over the following years, this empire sharing technological secrets that would be the base of their advanced technology they use today. This all came to a sudden halt when communication between the two was ended following a brief message warning them of the dangers of advanced artificial intelligence, cutting their moment of alien contact short, never to be heard from again. &lt;br /&gt;
&lt;br /&gt;
===Expansion===&lt;br /&gt;
Space flight and FTL travel was quickly achieved shortly after the rapid advancements following the discovery of bluespace crystals, harnessing the power of space-bending technology. Despite their ability to cover lightyears of space in a matter of days, the Mar’qua took their usual curiosity and caution driven approach to their colonial era. Not following a traditional colonial approach, the Mar’qua took to the stars only to colonize their local system, making great use of the natural resources and phenomena before approaching any extra-solar expansion. &lt;br /&gt;
&lt;br /&gt;
Rather than colonizing every habitable planet they came across, the Mar’qua took to building complex, non-invasive satellite stations orbiting the planet, sometimes including a space-elevator for quick surface-to-space transport. These ‘nests’ would house from 100,000-2,000,000 individuals, with facilities for asteroid mining to research, to zero-g construction to leisure. These stations would perform extensive observation, testing and setup of communication infrastructure before the related exploratory fleet would move to the next system, creating a daisy chain of observatories that gave them unparalleled sensory data on their borders. &lt;br /&gt;
&lt;br /&gt;
===Human Contact===&lt;br /&gt;
With their advanced optics and extra-solar sensors, the Mar’qua were made aware of the Sol Federation tens of years before making contact with them. Their rapid expansion and growth piqued both a rampant curiosity and morbid paranoia. Heavy debate occupied the Lar’kan up until their impending contact with the humans, with this being the first signs of alien existence since their ancient cousins who’s time with the Mar’qua was lost to archaic written history. &lt;br /&gt;
&lt;br /&gt;
The Lar’kar came to an agreement only a few years prior to their initial contact with the Sol federation, a passive, but cautious approach was taken, avoiding any sparks of senseless war that could cinder between the two powers. With the Sol Federation’s immense numbers, economy and overall ambition to conquer matched up against the Mar’qua’s steadfast infrastructure, accrued data that had already been gathered on their movements and tactics alongside their far superior advancements in numerous fields of technology, it became obvious that any conflict between the two races would create untold catastrophe on both sides. &lt;br /&gt;
&lt;br /&gt;
Reluctantly, the two powers entered a series of trade, scientific and defensive pacts, with the science of the Mar’qua and the expansive resources of the Sol Federation sending the two groups into a miraculous golden age for both sides. Despite this, the Mar’qua kept many areas of technological research hidden away from the humans, notably their genetic manipulation to prevent an abhorrent mix of Mar’quaran intelligence and Human ego and ambition. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bluespace Crash===&lt;br /&gt;
The bluespace crash came as a sudden catastrophe to most races. The Mar’qua on the other hand, with their advanced knowledge of the nature of bluespace, predicted a chance of such an event happening due to the excessive use of bluespace drives. Due to the growing chances of such an event occurring, the Mar’qua began experimental testing of advanced FTL drives, slowly retrofitting their ships and defunctioning their bluespace drives, even beginning to look into advances in quantum entanglement communication technology. &lt;br /&gt;
&lt;br /&gt;
This led to speculation that the Mar’quaran Technocracy managed to mitigate much of the logistical and infrastructural impact the bluespace crash had on them. It also brewed rumours among the xeno races that the Mar’quaran Technocracy directly caused the bluespace crash itself, perhaps to give themselves an advantage over the other bluespace-reliant species. &lt;br /&gt;
&lt;br /&gt;
Despite this, even with their predictions, not all Nests and Exploratory fleets believed the hypothetical event, with heavy debate stalling any mass mobilization of said retrofits. This left many, especially fringe worlds bordering the Sol Federation stranded along with other xenos. With such a logistical breakdown, and despite the autonomy and self sufficiency of nests and fleets, this led to a growing reliance on other xenos. This change exposed many homogeneous groups of Mar’qua to the diverse and alien mindsets of xenos, causing a radical schism and division between the cautious and methodical Mar’qua and the ones open to the ideas of xenos.&lt;br /&gt;
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==Relations between other races and the Observatoriam==&lt;br /&gt;
&lt;br /&gt;
===Human===&lt;br /&gt;
Their relationship with the Sol Federation is one of hesitant cooperation. Despite their lower numbers, the Mar’qua’s advanced technology would make a war between the two nations catastrophic for both sides, resulting in a series of peace deals and reluctant trade agreements for mutual benefits. The Mar’qua refuse to give the Sol Federation their more advanced and perhaps even esoteric technology, knowing full well what it would be used for and how it would jeopardize their own leverage towards the imperialists.&lt;br /&gt;
 &lt;br /&gt;
===Sablekyne/Kriosan/Akula/Naramad===&lt;br /&gt;
The more militaristic races are mostly seen as a biological interest rather than a cultural or diplomatic one. Usually this ends with basic, short-term deals involving supplies, testing and passive support rather than any long term relationship between the two races, with the Mar’qua wanting to avoid any chance of violence, war or otherwise unnecessary risk. &lt;br /&gt;
&lt;br /&gt;
===Cinderites===&lt;br /&gt;
The Cinderites proved themselves to be a surprising ally to the Mar’qua. With their war-torn history, the Mar’qua expected a short term, simple trade of resources and information. This was quickly proven wrong with the Cinderite’s aversion to war and willingness to work in hazardous conditions. Their dramatically affected and wide diversity of genetics also hold a constant curiosity of Mar’quaran geneticists. To this day the Mar’qua and Cinderites hold a long-lasting alliance through the trade of labor, goods, research and military assistance, with most Mar’quaran exploratory ships hosting a wide number of Cindar individuals used especially for reconnaissance on planets with hazardous weather, terrain or hostile fauna/flora. &lt;br /&gt;
&lt;br /&gt;
===Opifex===&lt;br /&gt;
The Opifex are viewed with a mix of endless curiosity and primal horror. Their advances in technologies mirror something completely parallel to the Mar’qua, with cybernetic augmentation and a reliance on artificial machinery and computing. Their more esoteric nature and rivaling levels of intelligence prove themselves to again and again be a hot topic of debate within the Lar’kan. Contact between the two races has been sparse and usually resulting in heated arguments behind the ideal approach to science and research. &lt;br /&gt;
&lt;br /&gt;
===Cht’Mant===&lt;br /&gt;
The Cht’mant were originally discovered through second-hand accounts of Soteria’s brutal testing on the race. This series of events did nothing but reinforce the Mar’qua in their cautious approach to science. Directly, the Mar’qua had very little interaction with the Cht’mant, with their homeworlds being so far apart and the Mar’quaran desire to avoid friction with any other bodys of power. Despite this, the Mar’qua do show interest in the cht’maint, Their ability to biologically both alter their own anatomy and communicate through such vast distances without the aid of technology has proven to be a wildly interesting concept to the Mar’qua, who require advanced technology to modify their own genetics.&lt;br /&gt;
&lt;br /&gt;
===Language Snippets of the Maq&#039;Qua===&lt;br /&gt;
Hal = Home&lt;br /&gt;
Kan = Keeper, Holder, Maintainer, Guard&lt;br /&gt;
Kar = Giver, benefactor&lt;br /&gt;
Lai = Light&lt;br /&gt;
Lar = Knowledge&lt;br /&gt;
Len = Inward&lt;br /&gt;
Li = Sky&lt;br /&gt;
Lin = Outward&lt;br /&gt;
Mar = Observe or to Observe&lt;br /&gt;
Nal = Rich, Precious&lt;br /&gt;
Nam = Older Sibling&lt;br /&gt;
Nar = To sleep, dream&lt;br /&gt;
Ne  = Distant, Vague, obscure&lt;br /&gt;
Nim = Younger Sibling&lt;br /&gt;
Qua = People&lt;br /&gt;
Rai = Calm, peace, solace&lt;br /&gt;
Ril = Orb, Sphere, Circle&lt;br /&gt;
Tel = Green, Plants, Life&lt;br /&gt;
Ti = Eye&lt;br /&gt;
Thal = Short, Near, Intimate&lt;br /&gt;
Thil = Long, Far, Formal&lt;br /&gt;
Kor = Weapon, Arm&lt;br /&gt;
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{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2574</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2574"/>
		<updated>2022-05-16T01:48:10Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== SOP Clarification == &lt;br /&gt;
Whilst SOP is generally considered a suggestion, unless explicitly stated otherwise, this is only applicable for a department&#039;s SOP. To ignore SOP outside of your specific department is a punishable offense enforced by the law. It should be adhered to at all times.&lt;br /&gt;
&lt;br /&gt;
For the time being until it can be fully handled, parts of SOP may be labeled &#039;ROP&#039; and &#039;MOP.&#039; These stand for &#039;Recommended Operating Procedure,&#039; and &#039;Mandatory Operating Procedure.&#039; This states that ROP may be deviated from as a guideline, whereas MOP is required under all circumstances to be followed by High Council decree.&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Permits ==&lt;br /&gt;
&lt;br /&gt;
=== Emergency Situation Permits ===&lt;br /&gt;
In a situation which may warrant the immediate use of a contraband item, any permit distributed for utilization may be issued verbally over the radio by the warrant officer, the blackshield commander, a council vote (with a minimum of three voters), or the premier in absence of any of the previous. Terms for the permit should be clearly, understandably written and shown on the document. A permit must be signed and stamped, and faxed to the Provost Marshal should they be issued in this way after the situation has resolved. Should equipment that is issued be used improperly, both the issuer and whoever was issued the permit are to be charged with §106 Minor Contraband, or §206 Major Contraband, in addition to any other charges accrued -- depending on what the item in use was. The Contraband item is to be confiscated.&lt;br /&gt;
&lt;br /&gt;
These permits are to be issued in cases such as Blue Alert, authorizing Colonists to temporarily use Thermal Imaging equipment or Combat Mecha in the event of small scale disturbances that are not major large scale colony threats. All Emergency Situation Permits expire immediately upon the situation being resolved, with no exceptions. These permits may be revoked at any point in time for any reason by the relevant authorities who may issue them, and are immediately considered null and void should the person who is issued them commits a crime.&lt;br /&gt;
&lt;br /&gt;
=== Contraband Permits ===&lt;br /&gt;
Any permit distributed by a member of the marshals, a warrant officer (or blackshield commander if there is no Warrant Officer) or a council vote may cover the use of minor contraband. Only the supply specialist (in cases of being sold from the armory), or the warrant officer may issue permits for thermal imaging equipment. Only the warrant officer is authorized to issue permits for items considered major contraband. Terms for the permit should be clearly, understandably written and shown on the document. A permit must be signed and, if a major contraband permit, stamped by the authorizing party. Any of these permits may be revoked at any point in time for any reason by any of the relevant authorities who may issue the respective permit, and are immediately considered null and void if the person who was issued the permit commits a crime of any kind.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers. If there is only one overseer active, they have a single vote.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Voting Procedures===&lt;br /&gt;
(This section is considered a little WIP, it may change.)&lt;br /&gt;
* For a vote to be considered valid, at least two members of the council must be present.&lt;br /&gt;
** The Premier and Steward do not count to this requirement.&lt;br /&gt;
** In the event of only two councilors being present, if there is no premier to break a tie, a tie results in an automatic failure of the vote to prevent an issue sitting.&lt;br /&gt;
* A vote may be called for a large number of reasons, but some things may not be changed by council vote. For example, you may not change laws or demanded-to-follow Standard Operating Procedure by way of a vote, as these are set in place by the High Council and must be followed.&lt;br /&gt;
* A councilor, if only one is present, may send a requesting fax to the High Council for permission to conduct a vote on their own. In this case, the councilor should state what the vote is, why they want this vote, what this vote would change, and their own vote (in most cases this would be a yes, because why are you voting no on a vote for something you just made?).&lt;br /&gt;
** This vote must be approved by the High Council. This means it must be sent to the High Council offices.&lt;br /&gt;
** An example of a situation that this style of vote may be used for is the allowance of a Foreigner (Outsider) into the colony. This vote &#039;&#039;&#039;MUST&#039;&#039;&#039; be done before allowing the Foreigner entry. In this case, they may be allowed inside without waiting for a reply of approval, so long as this is sent first. This is only applicable if there is one member of the council. &lt;br /&gt;
*** In the event of the Foreigner causing issues before a return fax is gotten, the councilor should be charged with any crimes the Foreigner committed, in addition to 301, &#039;Negligence.&#039; If a reply is received to deny this Foreigner entry into the colony, they should be expelled without consequence to the councilor unless the Foreigner caused problems.&lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
# When the counsel is calling a vote their must be at lest three heads of staff to be accounted, CBO and CRO count as two heads of staff for this even with their singular vote.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Leaving the Colony =&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
** This includes the right to return, if you leave as a Colonist you may not be denied entry simply because you left.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
= Lonestar Service =&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
= Lonestar Shipping =&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the potential to earn money for both themselves and Lonestar.&lt;br /&gt;
* All transactions done by Lonestar offer a 20% commission from the profit margin to any Lonestar employee facilitating the transaction. Example, a cargo tech sells a crate that cost 500 credits, but was able to negotiate the buyer into paying 1000 credits. The profit is 500 credits, 20% of that (100 credits) is then directly claimable by the employee who managed the transaction.&lt;br /&gt;
* All service members (bartender, chef, and gardener) may charge whatever prices they see fit for their respective services. Employees are &#039;&#039;&#039;recommended&#039;&#039;&#039; to charge above 10 credits but no more than 100 credits per drink or food item depending on the difficulty/challenge of fulfilling said order. Service members do not collect a commission for the sale of drinks and food (this is handled with their hourly wages) but are entitled to the full amount of any tips offered and may pocket it at their discretion.&lt;br /&gt;
* Trade beacons may be used freely by all lonestar employees using their personal accounts for purchasing or selling goods. Lonestar automatically collects a 20% market fee that is directly removed and then added to the Lonestar account whenever an item is sold through the trade beacon. Lonestar has no service charge, nor tax on goods bought through the trade beacon, only goods sold. Cargo technicians and CEOs with access to Lonestars main account are expected to only use the trade beacon to gain a profit for Lonestar if they are using Lonestars main account.&lt;br /&gt;
* Miners receive a 20% commission on all profits generated by the materials they dig up. Since dug up and refined minerals are generally pure profitability, lonestar miners may simply total the complete cost of the materials &#039;&#039;&#039;cargo sale value&#039;&#039;&#039; and request that commission from any CEO or cargo technician (with the proper paperwork). Alternatively, miners may try to sell the materials to fellow colonist themselves at whatever price they negotiate. As with normal commissions, they may take a 20% cut of all profits generated, but are required to keep paperwork detailing who bought what and for how much (if tools and goods are traded in the place of credits, list the tools innate numerical value).&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarily step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
= Prospector SOP =&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
* Treating or handling medical scenarios in the colony whilst Soteria medical is around is not advised, and more frowned upon. &lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
= Artificers Guild =&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
= Soteria Biolab Division =&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment - MOP===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around. &lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy - MOP ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment - MOP ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak - ROP ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy - ROP ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; - MOP ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
** When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
** When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
** If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
** In regards of FBPs and other alien life, a firm understanding of the alien&#039;s biology will help you classify if they are dead or not, specifically in regards of Mycus and Folken. For FBPs, it is situational but if their battery is taken out or if they require specific equipment, then they are considered &#039;dead&#039; for the time being.&lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death - MOP ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
# Unless their postmortem says that they&#039;re not to be revived in some manner, it is to be assumed to attempt revival before burying, cremating, or putting them in the morgue.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure - MOP ===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork - ROP ===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
= Soteria Research Division =&lt;br /&gt;
=== Marshals and Blackshield - MOP ===&lt;br /&gt;
With the truth of Soteria being responsible for the Hivemind&#039;s creation now fully revealed, the Marshals and Blackshield have been given absolute authority to fully stop any experiments that can be considered &#039;dangerous&#039; or &#039;unusual&#039;. Whilst the terms are broad, this does not mean they can shut down any and all experiments, only the ones that pose more danger and consequences for others that are not just the scientists and researchers conducting said experiments. For example, they can shut down experiments with bluespace due to how dangerous it can become, and the incredible instability of bluespace. Trying to push these experiments in disregard of their authority already exercised can result in charges being applied to the persons involved in the experiment.&lt;br /&gt;
=== Cyborg Handling - MOP ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Changing Silicon Laws - MOP ===&lt;br /&gt;
* In code blue or higher situations no head of staff (barring the CRO) is to enter the AI Upload or AI Core unless accompanied by at least one other head of staff, or at least one officer if no other heads of staff are available. The AI Upload and AI Core are explicitly off-limits to all other personnel.&lt;br /&gt;
* In all other situations, two Heads of Staff are recommended, but not necessary. A chief research overseer and chief biolab overseer are exempt from these rules and may enter at will on all code levels. If both the CRO and CBO agree to modify AI laws they may do so on any code level.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause - MOP ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure - ROP ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research - MOP ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times, failure may result in legal action.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene. As a further note, Marshals and Blackshield can shut down both the genetics lab if issues arise, this also goes for cloning experimentation as well. &lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment - MOP ===&lt;br /&gt;
* If there are no doctors available the Science Division may help out in the treatment center. Corpsmen should not be the first to respond before Science, nor should they be utilizing the Soteria medbay when there is science on shift.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
= Marshals =&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate the colony&#039;s [[Laws]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement - MOP ===&lt;br /&gt;
* On code green all arrests the warrant must be authorized by either the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. A physical arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out within a reasonable and fashionable amount of time. Failure to have a warrant physically on file within a determined reasonable time, typically described as either by the time the prisoner leaves the brig or at least towards the end of their time, the officer may be fined, charged and/or potentially fired for multiple violations of the colony&#039;s Laws. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
** The Warrant Assist program may be used to place warrants and act upon them; but paperwork should always be done within the aforementioned &#039;reasonable time&#039;. This may vary case to case; such as on lower crimes or fines as either a low timer or no timer at all may be issued. But word of thumb is that an officer should have paperwork for an arrest finished by the time the suspect is leaving the brig after the average duration of a major/exceptional offense timer.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas - MOP ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;307. Trespassing in these areas is covered under &amp;amp;sect;309 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing - ROP ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the supply specialist, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights - MOP ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions - MOP ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Marshal Armory - MOP ===&lt;br /&gt;
The Marshal armory is divided into two sections - the public shop area and the storage area. Everything in the room behind the shop is the storage area. The shop has two sections, the secure area behind the windows that allows access to the display cases and front-room storage, and that of the public area in front of the desk and on the non-windoor side of the display cases. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities there. Behind the desk is considered, similar to the armory, a secure area.&lt;br /&gt;
* In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant may have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications such as abuse of powers, grand trespass or other charges that may be levied.&lt;br /&gt;
* In case of a weapon request from Marshals/Blackshield, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
* In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made. Any loans to the individual Marshals or the Blackshield department should likewise be recorded on a receipt for record-keeping purposes.&lt;br /&gt;
* If no Supply Specialist is present or available, the rank order of ownership goes to the Warrant Officer. If no Warrant Officer is present a CO, Sergeant or Premier may access the armory but only in exceptional situations; such as the need to arm other Marshals in an emergency situation. The marshal armory is not a play-thing.&lt;br /&gt;
* Under normal circumstances no equipment should be handed out for free to non-marshal department staff.&lt;br /&gt;
* In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Marshal officers first, volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences. Abusing access, authority or carelessly using the resources is a reason for demotion under charges 411 or 508; depending on circumstances.&lt;br /&gt;
* The Department Account is trusted to the Supply Specialist to use, as well as the Warrant Officer and Blackshield CO. All personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
=== Blackshield Armory - MOP ===&lt;br /&gt;
Similar to the Marshal armory, the Blackshield armory consists of two parts. The barracks room, containing the lathe and ammo, and the secure armory back room. The front room is considered to be a normal Blackshield room that can be accessed by Blackshield personnel as needed. The secure armory behind the blast doors is the Blackshield armory, being considered a secure room - just as the Marshal armory is.&lt;br /&gt;
* The Blackshield armory can be accessed by both the CO and the Sergeant, holding specialized armaments and ammunition for field actions. This gear is there to be issued when required for combat purposes or in cases of emergency. All gear within it should only be issued to Blackshield personnel and should be returned to the armory at the end of the shift.&lt;br /&gt;
* While the Premier, Marshal WO and Supply Specialist have access to the Blackshield armory they are not to use said access unless in an emergency situation or upon the request of Blackshield personnel over security concerns. Even when accessed by either person the issued equipment may not be issued to anyone but Blackshield personnel. Violation of this can result in either 411 or 508 charges levied against the offender.&lt;br /&gt;
* The Blackshield armory falls under the jurisdiction of the CO. If no CO is present, authority over the Blackshield armory falls to the Sergeant. The CO may also delegate authority over the issuing of gear from the armory to the Sergeant.&lt;br /&gt;
* Equipment from the Blackshield armory may be loaned to the Marshals by a CO with paperwork. All equipment must be returned unless traded for gear of equal value and usage or greater. Otherwise no sales or loans of Blackshield armory gear should occur.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties - MOP ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The Blackshield is &#039;&#039;&#039;heavily recommended&#039;&#039;&#039; to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines - MOP===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances. Furthermore, Blackshield cannot use it as a mining operation area unless for specific rare situations where materials are needed and Lonestar is a) not around or b) unable to provide in a timely manner. Marshals can charge the Blackshield that misuse the Gulag with 301. Demotions might be issued out if it is a continued issue, either by the Commander or the Brigadier.&lt;br /&gt;
* Most importantly, the purpose and jobs of Blackshield are to mainly handle external (At only the gates, perimeter, and beyond those) matters, not internal. Choosing to do Marshal work when there are &#039;&#039;&#039;active&#039;&#039;&#039; Marshals working on said matters is already covered and can result in charges/fines. For Corpsmen and medical, the duties of the Corpsmen are strictly for Blackshield and external situations. Under most circumstances, a Corpsman should not be actively providing medical aid inside of the colony whilst there are medical staff on duty. Appropriate charges/fines can and will be placed, however, if there are no active Marshals to carry that out, then Medical will null the entirety of Blackshield&#039;s right to free treatments, and proceed to thusly charge &#039;&#039;&#039;all&#039;&#039;&#039; of Blackshield. &lt;br /&gt;
&lt;br /&gt;
===Gate Operations - MOP===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default, it is recommended that there should always at least be one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors - ROP===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon approval by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and its colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the approving Foreman and/or approving Blackshield Commander, and the requesting Prospector and/or requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander and/or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle - MOP===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the colony is not left unguarded in a official capacity. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
===Deep Maintenance - MOP===&lt;br /&gt;
This area is a extremely dangerous and hostile location, even the most veteran and well equipped colonist, Federation soldier, or anyone else, stand a high chance of dying.&lt;br /&gt;
&lt;br /&gt;
As has been debated many times weather or not its inside or below the colony, one thing for sure is that it is an anomalous location has no actual physical location as such it is therefore considered a external area, which Blackshield holds authority over. Due to how dangerous, anomalous, and hellish the tunnels are however, Blackshield and Marshals are heavily encouraged to work together in handling these tunnels for whatever reasons.&lt;br /&gt;
&lt;br /&gt;
Blackshield holds direct authority when in regards of handling any and all external matters, however, in the case of deep maints, Blackshield should allow the Marshals or any other department to reinforce or back them up.&lt;br /&gt;
&lt;br /&gt;
If a colonist requires a medevac from deep maints itself, the medevac fine may tripled due to just how dangerous deep maints itself is, and the chances of running into genetic abominations that can multiply and dissolve bodies in order to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2543</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2543"/>
		<updated>2022-05-07T21:43:43Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== SOP Clarification == &lt;br /&gt;
Whilst SOP is generally considered a suggestion, unless explicitly stated otherwise, this is only applicable for a department&#039;s SOP. To ignore SOP outside of your specific department is a punishable offense enforced by the law. It should be adhered to at all times.&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers. If there is only one overseer active, they have a single vote.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
# When the counsel is calling a vote their must be at lest three heads of staff to be accounted, CBO and CRO count as two heads of staff for this even with their singular vote.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Lonestar Service =&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
= Lonestar Shipping =&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the potential to earn money for both themselves and Lonestar.&lt;br /&gt;
* All transactions done by Lonestar offer a 20% commission from the profit margin to any Lonestar employee facilitating the transaction. Example, a cargo tech sells a crate that cost 500 credits, but was able to negotiate the buyer into paying 1000 credits. The profit is 500 credits, 20% of that (100 credits) is then directly claimable by the employee who managed the transaction.&lt;br /&gt;
* All service members (bartender, chef, and gardener) may charge whatever prices they see fit for their respective services. Employees are &#039;&#039;&#039;recommended&#039;&#039;&#039; to charge above 10 credits but no more than 100 credits per drink or food item depending on the difficulty/challenge of fulfilling said order. Service members do not collect a commission for the sale of drinks and food (this is handled with their hourly wages) but are entitled to the full amount of any tips offered and may pocket it at their discretion.&lt;br /&gt;
* Trade beacons may be used freely by all lonestar employees using their personal accounts for purchasing or selling goods. Lonestar automatically collects a 20% market fee that is directly removed and then added to the Lonestar account whenever an item is sold through the trade beacon. Lonestar has no service charge, nor tax on goods bought through the trade beacon, only goods sold. Cargo technicians and CEOs with access to Lonestars main account are expected to only use the trade beacon to gain a profit for Lonestar if they are using Lonestars main account.&lt;br /&gt;
* Miners receive a 20% commission on all profits generated by the materials they dig up. Since dug up and refined minerals are generally pure profitability, lonestar miners may simply total the complete cost of the materials &#039;&#039;&#039;cargo sale value&#039;&#039;&#039; and request that commission from any CEO or cargo technician (with the proper paperwork). Alternatively, miners may try to sell the materials to fellow colonist themselves at whatever price they negotiate. As with normal commissions, they may take a 20% cut of all profits generated, but are required to keep paperwork detailing who bought what and for how much (if tools and goods are traded in the place of credits, list the tools innate numerical value).&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarily step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
= Prospector SOP =&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
* Treating or handling medical scenarios in the colony whilst Soteria medical is around is not advised, and more frowned upon. &lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
= Artificers Guild =&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
= Soteria Biolab Division =&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around. &lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
** When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
** When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
** If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
** In regards of FBPs and other alien life, a firm understanding of the alien&#039;s biology will help you classify if they are dead or not, specifically in regards of Mycus and Folken. For FBPs, it is situational but if their battery is taken out or if they require specific equipment, then they are considered &#039;dead&#039; for the time being.&lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
# Unless their postmortem says that they&#039;re not to be revived in some manner, it is to be assumed to attempt revival before burying, cremating, or putting them in the morgue.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
= Soteria Research Division =&lt;br /&gt;
=== Marshals and Blackshield ===&lt;br /&gt;
With the truth of Soteria being responsible for the Hivemind&#039;s creation now fully revealed, the Marshals and Blackshield have been given absolute authority to fully stop any experiments that can be considered &#039;dangerous&#039; or &#039;unusual&#039;. Whilst the terms are broad, this does not mean they can shut down any and all experiments, only the ones that pose more danger and consequences for others that are not just the scientists and researchers conducting said experiments. For example, they can shut down experiments with bluespace due to how dangerous it can become, and the incredible instability of bluespace. Trying to push these experiments in disregard of their authority already exercised can result in charges being applied to the persons involved in the experiment.&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Changing Silicon Laws ===&lt;br /&gt;
* In code blue or higher situations no head of staff (barring the CRO) is to enter the AI Upload or AI Core unless accompanied by at least one other head of staff, or at least one officer if no other heads of staff are available. The AI Upload and AI Core are explicitly off-limits to all other personnel.&lt;br /&gt;
* In all other situations, two Heads of Staff are recommended, but not necessary. A chief research overseer and chief biolab overseer are exempt from these rules and may enter at will on all code levels. If both the CRO and CBO agree to modify AI laws they may do so on any code level.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times, failure may result in legal action.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene. As a further note, Marshals and Blackshield can shut down both the genetics lab if issues arise, this also goes for cloning experimentation as well. &lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center. (This specific procedure is no longer valid for the time being)&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
= Marshals =&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate the colony&#039;s [[Laws]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests the warrant must be authorized by either the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. A physical arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out within a reasonable and fashionable amount of time. Failure to have a warrant physically on file within a determined reasonable time, typically described as either by the time the prisoner leaves the brig or at least towards the end of their time, the officer may be fined, charged and/or potentially fired for multiple violations of the colony&#039;s Laws. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
** The Warrant Assist program may be used to place warrants and act upon them; but paperwork should always be done within the aforementioned &#039;reasonable time&#039;. This may vary case to case; such as on lower crimes or fines as either a low timer or no timer at all may be issued. But word of thumb is that an officer should have paperwork for an arrest finished by the time the suspect is leaving the brig after the average duration of a major/exceptional offense timer.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;307. Trespassing in these areas is covered under &amp;amp;sect;309 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the supply specialist, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Marshal Armory ===&lt;br /&gt;
The Marshal armory is divided into two sections - the public shop area and the storage area. Everything in the room behind the shop is the storage area. The shop has two sections, the secure area behind the windows that allows access to the display cases and front-room storage, and that of the public area in front of the desk and on the non-windoor side of the display cases. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities there. Behind the desk is considered, similar to the armory, a secure area.&lt;br /&gt;
* In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant may have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications such as abuse of powers, grand trespass or other charges that may be levied.&lt;br /&gt;
* In case of a weapon request from Marshals/Blackshield, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
* In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made. Any loans to the individual Marshals or the Blackshield department should likewise be recorded on a receipt for record-keeping purposes.&lt;br /&gt;
* If no Supply Specialist is present or available, the rank order of ownership goes to the Warrant Officer. If no Warrant Officer is present a CO, Sergeant or Premier may access the armory but only in exceptional situations; such as the need to arm other Marshals in an emergency situation. The marshal armory is not a play-thing.&lt;br /&gt;
* Under normal circumstances no equipment should be handed out for free to non-marshal department staff.&lt;br /&gt;
* In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Marshal officers first, volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences. Abusing access, authority or carelessly using the resources is a reason for demotion under charges 411 or 508; depending on circumstances.&lt;br /&gt;
* The Department Account is trusted to the Supply Specialist to use, as well as the Warrant Officer and Blackshield CO. All personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
=== Blackshield Armory ===&lt;br /&gt;
Similar to the Marshal armory, the Blackshield armory consists of two parts. The barracks room, containing the lathe and ammo, and the secure armory back room. The front room is considered to be a normal Blackshield room that can be accessed by Blackshield personnel as needed. The secure armory behind the blast doors is the Blackshield armory, being considered a secure room - just as the Marshal armory is.&lt;br /&gt;
* The Blackshield armory can be accessed by both the CO and the Sergeant, holding specialized armaments and ammunition for field actions. This gear is there to be issued when required for combat purposes or in cases of emergency. All gear within it should only be issued to Blackshield personnel and should be returned to the armory at the end of the shift.&lt;br /&gt;
* While the Premier, Marshal WO and Supply Specialist have access to the Blackshield armory they are not to use said access unless in an emergency situation or upon the request of Blackshield personnel over security concerns. Even when accessed by either person the issued equipment may not be issued to anyone but Blackshield personnel. Violation of this can result in either 411 or 508 charges levied against the offender.&lt;br /&gt;
* The Blackshield armory falls under the jurisdiction of the CO. If no CO is present, authority over the Blackshield armory falls to the Sergeant. The CO may also delegate authority over the issuing of gear from the armory to the Sergeant.&lt;br /&gt;
* Equipment from the Blackshield armory may be loaned to the Marshals by a CO with paperwork. All equipment must be returned unless traded for gear of equal value and usage or greater. Otherwise no sales or loans of Blackshield armory gear should occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The Blackshield is &#039;&#039;&#039;heavily recommended&#039;&#039;&#039; to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances. Furthermore, Blackshield cannot use it as a mining operation area unless for specific rare situations where materials are needed and Lonestar is a) not around or b) unable to provide in a timely manner. Marshals can charge the Blackshield that misuse the Gulag with 301. Demotions might be issued out if it is a continued issue, either by the Commander or the Brigadier.&lt;br /&gt;
* Most importantly, the purpose and jobs of Blackshield are to mainly handle external (At only the gates, perimeter, and beyond those) matters, not internal. Choosing to do Marshal work when there are &#039;&#039;&#039;active&#039;&#039;&#039; Marshals working on said matters is already covered and can result in charges/fines. For Corpsmen and medical, the duties of the Corpsmen are strictly for Blackshield and external situations. Under most circumstances, a Corpsman should not be actively providing medical aid inside of the colony whilst there are medical staff on duty. Appropriate charges/fines can and will be placed, however, if there are no active Marshals to carry that out, then Medical will null the entirety of Blackshield&#039;s right to free treatments, and proceed to thusly charge &#039;&#039;&#039;all&#039;&#039;&#039; of Blackshield. &lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default, it is recommended that there should always at least be one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon approval by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and its colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the approving Foreman and/or approving Blackshield Commander, and the requesting Prospector and/or requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander and/or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the colony is not left unguarded in a official capacity. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
===Deep Maintenance===&lt;br /&gt;
This area is a extremely dangerous and hostile location, even the most veteran and well equipped colonist, Federation soldier, or anyone else, stand a high chance of dying.&lt;br /&gt;
&lt;br /&gt;
As has been debated many times weather or not its inside or below the colony, one thing for sure is that it is an anomalous location has no actual physical location as such it is therefore considered a external area, which Blackshield holds authority over. Due to how dangerous, anomalous, and hellish the tunnels are however, Blackshield and Marshals are heavily encouraged to work together in handling these tunnels for whatever reasons.&lt;br /&gt;
&lt;br /&gt;
Blackshield holds direct authority when in regards of handling any and all external matters, however, in the case of deep maints, Blackshield should allow the Marshals or any other department to reinforce or back them up.&lt;br /&gt;
&lt;br /&gt;
If a colonist requires a medevac from deep maints itself, the medevac fine may tripled due to just how dangerous deep maints itself is, and the chances of running into genetic abominations that can multiply and dissolve bodies in order to do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Abhuman&amp;diff=2541</id>
		<title>Abhuman</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Abhuman&amp;diff=2541"/>
		<updated>2022-05-06T01:35:05Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: Reverted edits by Hex (talk) to last revision by TooFewSecrets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Abhumans or &#039;splicers&#039; are humans who have either gone under genetic alteration or have been born from parents/ancestors who have done so. Nearly all abhumans are citizens of the Sol federation and were originally united, either by choice or conquest, by the Sol military during the unification wars (sometimes called the conquering). Abhumans may have their lineage traced back to empires who had their own long and storied past but in present day all abhuman races, unless noted separately under an official core race, belong to the Sol federation as citizens though whether that be by conquest or alliance is up to individual players.&lt;br /&gt;
&lt;br /&gt;
===Quick-Start Guide===&lt;br /&gt;
Abhumans still have human ancestry and thus retain the baseline attributes of humans.&lt;br /&gt;
* Abumans are similar to humans and such benefit from similar abilities such as their well known toughness and broad set of skills. All abumans gain +5 to every stat.&lt;br /&gt;
* Perk: Abhumans gain the perk &amp;quot;Tenacity&amp;quot; which allows them to stabilize and heal a very small amount (equal to 5u of tricordizine) every 15 minutes.&lt;br /&gt;
* Perk: Abhumans gain the perk &amp;quot;Guts and Glory&amp;quot; which allows them to halt all progressing damage and heal a small amount of internal bleeding and organ damage every 30 minutes. The strain of this effect however will make the user exhausted and may cause them to pass out as a result.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
All creatures who are derived from earth animals or from a common fantasy staple are considered abhumans and were originally spliced from human stock. This includes traditionally furry races such as felines, canines, foxes, lizards, and avians. In addition, abhumans can come in the form of races from human fantasy and may include but are not limited to dragons, orcs, minotaurs, centaurs, elves, angels, and demons.&lt;br /&gt;
&lt;br /&gt;
The term abhuman is synonymous with gene-splice, gene-modder, splicer, and in some rare wordings inhuman. Each word can be used entirely interchangeably and are they themselves not limited to an exact definition outside of being defined as someone who has modified there genetics through the use of technology. Abhumans come from all walks of life and are not limited to any singular origin outside of once having ancestry that was once human. Splicers may also come in more forms other than merely genetic adaptions and can be classified into sub-categories, such categories are as follows.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
These represent the standard splicer or abhuman who is often spliced with one type of animal in varying degrees from exhibiting minor traits to being a fully anthropomorphized form of some animal. A standard gene-splice can also include a modification that is not inherently animistic, as such splicers who mimic creatures such as minotaurs, elves, orcs, and common fantasy tropes also fall into this category. In some circumstances an abhuman may be spliced from alien DNA, such as sudaks, despite this they are still considered gene-modders and have their humanity intact. Standard abhumans can also exhibit inhuman traits that distinguish them from regular humans or other abhumans such as sturdier bodies, slightly longer life spans, or different physical reactions to stimuli such as pain.&lt;br /&gt;
&lt;br /&gt;
===Exalt===&lt;br /&gt;
Exalt humans are the end result of extensive genetic tampering in order to create more powerful humans. While successful, the process of creating an Exalt is quite expensive and thus few are loathe to become one readily. Exalt humans often require more extensive and specialized care, but boast enhanced organs, stronger and more capable bodies and minds, and generally outshine baseline humans in most ways. This does come with some draw backs, however, as extensive genetic tampering leaves exalts with unstable genomes compared to base-line humans and due to a more expensive cost of living, must set aside a portion of their hourly wages to handle the expense. The process has also made exalts stand apart from humans, with some saying they are less tenacious than their lower born kin, though much like humans, exalts come in all shades of abhuman variations.&lt;br /&gt;
&lt;br /&gt;
Instead of the normal human modifiers, Exalt humans have the following effects:&lt;br /&gt;
* Long lives and genetic splicing make for a wider skillset, giving all exalt humans +5 to all stats instead of the usual +2.&lt;br /&gt;
* All components of all of an exalt human&#039;s body parts operate at 150% efficiency. This includes, among other things, the liver naturally healing toxins much faster, the leg and arm muscles providing enhanced speed and strength, and, less helpfully, the nerves providing increased pain. This only applies to their original limbs, robotic replacements will function the same as they do for anyone else.&lt;br /&gt;
* Exalt humans can see further in darkness than most species.&lt;br /&gt;
* Exalt humans get hungry negligibly faster than most species, by about 10%.&lt;br /&gt;
* Perk: Exalt humans gain the &#039;perk&#039; &amp;quot;Debtor&amp;quot;, which halves their hourly wages.&lt;br /&gt;
* Perk: Exalt humans gain the &#039;perk&#039; &amp;quot;Splicer&amp;quot;, which gives them 20 baseline genetic instability. This lowers the amount of genetic modification their bodies can take from Soteria, but has no effects otherwise.&lt;br /&gt;
&lt;br /&gt;
===Chimeric===&lt;br /&gt;
This category represents gene-mods who are spliced from several different sources and often have stranger or more bizarre appearances. Chimeras are often the result of two differentiating abhumans mating and producing a child with both parents traits, however, nothing besides monetary cost restricts a person from becoming a chimeric splicer. Chimerics can often be mistaken for aliens at first glance due to not being easily recognizable and can exhibit the same slight alterations that a standard gene-splice may have but still retain a generally internally human body.&lt;br /&gt;
&lt;br /&gt;
===Synth-Morphs===&lt;br /&gt;
This category represents individuals who choose to be synthetically augmented instead of choosing genetic modifications. Splicers in this category have machines grafted onto there body in such as way that it has become a core function for survival and life. Abhumans in this category are still majorly organic in nature but may have altercations such as, but not limited to:&lt;br /&gt;
* Synthetic limbs.&lt;br /&gt;
* Synthetic organs.&lt;br /&gt;
* Synthetic implants that enhance or modify bodily functions like cerebral enhancements or pacemakers.&lt;br /&gt;
* Synthetic covers or skin, such as machine plating or synth-flesh skin.&lt;br /&gt;
This label largely applies to anyone with many and noticeable synthetic augmentation, one or two internal implants rarely makes someone considered a synth-morph. In general, such classification is reserved to someone physically made primarily of metal.&lt;br /&gt;
&lt;br /&gt;
===Bio-Morphs===&lt;br /&gt;
Biomorphs are an opposite form of synth morphs. Instead of organics augmented with synthetic technology biomorphs are machines given organic parts and classified as abhuman as a result. Biomorphs are extremely uncommon and largely exclusive to small factions such as the Xinjiang. Biomorphs often have there organic parts scavenged from bodies, usually against the former persons wishes. Due to the unsavory method of creation biomorphs are extremely rare and largely used by less scrupulous factions as a form of servant due to inherent EMP shielding and absolute loyalty. Unlike a standard robot, the organic brain of a biomorph cannot be hack or subverted. Biomorphs are extremely illegal in the Sol federation and owning one is a serious crime, discovered biomorphs are often destroyed.&lt;br /&gt;
&lt;br /&gt;
===Vat Grown===&lt;br /&gt;
Vat grown abhumans are humanoids grown in a lab from the basic components of life (spermatozoa and an egg) that are used for a variety of purposes. Vat grown individuals are still considered people and are often used to shore up numbers in new colonies or to add to an existing workforce. Despite being considered equal citizens with rights most vat growns are still treated extremely poorly and often under paid and commonly treated as second class citizens fit only for menial labor. Vat growns tend to be a more common sight on hostile or border worlds due to being considered &#039;expendable&#039; by the various corporations and groups that use them.&lt;br /&gt;
&lt;br /&gt;
===FBP (Full-Body Prosthetic)===&lt;br /&gt;
A FBP is a fully robotic body given control through the brain of a intelligent &#039;humanoid&#039; creature, it is a complete replacement of one&#039;s normal and organic body. How one became such depends on the circumstances of their life, whether their original body became so damaged and had to turn to a FBP body or one paid to transform themselves completely and utterly to such a body. Within these new bodies are advantages that they have but also different kinds of weaknesses. Soteria is known to make FBPs, especially durable ones for a multitude of purposes. &lt;br /&gt;
&lt;br /&gt;
=OOC Note=&lt;br /&gt;
&#039;&#039;All species&#039;&#039; derived from human fantasy staples are always abhumans, though they may have their own histories and sizeable empires. Species derived from an animal may either be an abhuman (human genemod) or [[Creating a Race|a unique minor faction.]]. All categories of splicers are required to be former sol citizens or from an empire conquered/annexed by the Sol Federation. Those wishing to play a race not affiliated with the Sol Federation or humanity should see the Minor Faction entry. Creating a minor faction is a larger investment in personal lore for a HRP server than being an abhuman.&lt;br /&gt;
&lt;br /&gt;
Said lore does not need to be submitted as a full wiki entry, nor does it need to be more than a page. All that is required is a thought out and reasonable explanation as to what makes them unique compared to other groups. If you&#039;re unsure if your personal lore conflicts with established lore check with Kazkin on the server discord, we are more than happy to take a look and make suggestions if needed. Alternatively, we&#039;ve created [[Creating a Race|this guide]] as a framework for how to go about conforming to our lore. &#039;&#039;&#039;The rules stated here in this paragraph are considered hard rules as we want to have a consistent and quality lore instead of the free for all some other servers allow, as such we will enforce lore standards as required.&#039;&#039;&#039; We are generally pretty open to new ideas, but do be aware if you making something obviously conflicting with the lore you will be asked to change it.&lt;br /&gt;
&lt;br /&gt;
You are not required to use the name abhuman or its synonyms in your species name even if they are one. You can simply put &amp;quot;Wolf&amp;quot; or &amp;quot;Hyena&amp;quot; and other such titles by themselves. You&#039;re not required to put &amp;quot;Abhuman Wolf&amp;quot; and such.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2539</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2539"/>
		<updated>2022-05-05T07:42:35Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;big&amp;gt;All colony law is subject to the standard of INNOCENT UNTIL PROVEN GUILTY. No one is to ever be assumed guilty, evidence must be presented that reasonably proves guilt.&amp;lt;/big&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red paragraph crimes may not, for any reason, be dropped barring a determination of no wrongdoing from the Warrant Officer or Ranger after an investigation, or a pardon from the Provost Marshal. This means that should a victim die to an accidental death, or an intentional one, the victim may not drop charges, as such charges are a threat to the colony itself and not just the victim. Red paragraph crimes includes &amp;quot;Exceptional&amp;quot; and &amp;quot;Capitol&amp;quot; offenses.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Addendum: Should the Warrant Officer or Ranger be found to be abusing the authority they possess, they should be charged following steps detailed for arresting heads of staff, or in criminal laws respectively. Falsifying evidence to prosecute a colonist falls under criminal acts that are determined based upon the extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* Double jeopardy applies, once you&#039;ve been charged and served your time OR you&#039;ve been determined innocent, you cannot be arrested or charged again for that singular instance. This does not apply to different instances or separate crimes discovered after the fact.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Items dropped from colonists or allies due to severe injuries.&lt;br /&gt;
* The areas within the Colony (unless otherwise stated), areas owned by it&#039;s allies or factions (such as Voidwolf Ships or the Soteria Solar Outpost), the Hunters Lodge, and clearly defined departmental zones are barred from allowing salvage claims. &#039;&#039;&#039;This does not include the Maintenance Tunnels or scrap piles that appear at the scrap beacon.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices. Low-yield grenades and small-arms explosive ordinance, such as grenade launcher rounds, may be tested at Marshal or blackshield ranges with proper notification that explosives will be fired at the specified range.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines. This only is applied for repeated crimes on the same shift.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any Moderate or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039;&lt;br /&gt;
|For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. &lt;br /&gt;
|This refers to either the colony AI or the colony cyborgs. In the instance that they have committed a crime, Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested. Cyborgs can have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. The same goes for the AI, however, a warrant is specifically required to enter its core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. However, if it is found that these actions were done with bad evidence or in bad faith, the Marshals responsible will be charged with §203 (Illegal Detention, Arrest or Holding), with possible demotion.&lt;br /&gt;
&lt;br /&gt;
As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Genetic Enhancements&#039;&#039;&#039;&lt;br /&gt;
|To utilize any genetic enhancement to commit a crime of any kind. Note, in regards of some enhancements, the person must use them in aid of a crime, not simply be genetically enhanced or capable of using key genetic enhancements.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a genetically enhanced individual used their capabilities, unless said capabilities were passively running. However, due to the nature of genetic splicing being easy to remove with mutagenic purgers from Soteria, hard evidence is not required, albeit Soteria should have provided information that said individual was enhanced in a timely manner. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the individual would be HuT&#039;d, it is highly encouraged to have their enhancements removed via mutagenic purger. A enhanced individual using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their genetic enhancements are to be removed immediately. Furthermore, the individual can be barred from Soteria genetics as a result of this modifier for the shift. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 108 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
| -&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who purposefully brandish weapons, such as held in their hands or at the ready, near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with previous violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded. Do note that in [[Faxes]] it outlines what is and isn&#039;t a time wasting fax.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it. This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition, or other less-than-lethal means, without just cause counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;316&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.) Failure to have nanogates, psionics, or genetic changes (specifically genetic changes from Soteria) in your records will result in a automatic 316 charge.&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are of a dangerous, of high value, or of sensitive nature.&lt;br /&gt;
|This means high-value weapons or explosives, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced / are not replicable.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;411&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To willfully and intentionally kill or attempt to kill someone. To prevent a rightful revival or else render someone unrevivable through clear action. &lt;br /&gt;
|Clear intent is needed to prove a case of murder over manslaughter. While Manslaughter is unintentionally causing death through accident, or unintended consequences, Murder is a purposeful act with the intent to take the life of another.&lt;br /&gt;
&lt;br /&gt;
Attempts to cover up an incident of Manslaughter may necessitate a charge of murder due to pre/post meditative evidence. &lt;br /&gt;
Additionally, should proof positive be obtained that indicates premeditation the penalty should be automatically adjusted to H.U.T and the low council should convene to determine if more extreme penalties are warranted, up to and including execution.&lt;br /&gt;
&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For minor (green paragraph) infractions (or specialty charges (00x) applied that are not connected to a moderate+ infraction), at the officer&#039;s discretion, the officer may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put someone into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Timeline&amp;diff=2532</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Timeline&amp;diff=2532"/>
		<updated>2022-04-25T18:41:37Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Where we Begin=&lt;br /&gt;
The history of our lore follows, up until the set time below, earth&#039;s history to make things simple. As a general rule most major events will be referenced in this page.&lt;br /&gt;
&lt;br /&gt;
==2125 - Terraforming Begins==&lt;br /&gt;
Earth begins unifying under the Mars terraforming process. The larger nations across the globe pool resources to complete what they believe will be an extremely profitable venture.&lt;br /&gt;
&lt;br /&gt;
==2131 - Abhuman Adaptation==&lt;br /&gt;
[[Abhuman]] adaption is invented and quickly becomes a commercial success as various groups begin to modify themselves for planned travel off planet once available.&lt;br /&gt;
&lt;br /&gt;
==2139 - New Homeworlds==&lt;br /&gt;
Other planets that are habitable are discovered, abhuman modifications skyrocket to fit the demand of planetary adaption in other star systems. A slow form of hyper speed is then created, undergoing heavy development in parallel with colony ships being forged to send large population groups to these new star systems.&lt;br /&gt;
&lt;br /&gt;
==2153 - Pending Financial Collapse==&lt;br /&gt;
Sol, that is, Earth starts to bankrupt itself on its mars terraforming project, incurring massive debt that causes hyperinflation and a failing economy.&lt;br /&gt;
&lt;br /&gt;
==2154 - Escape from Sol==&lt;br /&gt;
Massive groups of populations flee to other systems for a new life, abandoning the failing Sol system.&lt;br /&gt;
&lt;br /&gt;
==2275 - Terraforming Complete==&lt;br /&gt;
The Mars terraforming project is completed but Sol has bankrupted itself. A period of extreme strife follows for the next century with Mars and Earth falling into decline and the tycoons who worked up the debt through the terraforming project seize all material wealth left before fleeing on colony ships to other systems.&lt;br /&gt;
&lt;br /&gt;
==2383 - Bluespace FTL Invented==&lt;br /&gt;
The remaining stable areas of Mars and Earth, seeking to find a way to fix the economic and political stability, invent the bluespace FTL drive. A revolutionary faster than light travel device capable of cutting trips that once would have taken decades to a few weeks.&lt;br /&gt;
&lt;br /&gt;
==2384 - War Preparation==&lt;br /&gt;
Sol begins a propaganda campaign, blaming all their ills on the fleeing colonists, claiming that they stole the wealth that rightfully belonged to them. Over the next three years the remaining despairing Sol citizens are rallied under a desperate banner to bring peace to their worlds.&lt;br /&gt;
&lt;br /&gt;
==2387 - War Begins==&lt;br /&gt;
Sol begins the unification wars after weaponizing bluespace drives and pooling the last of their resources into a militarily industrial complex, mass producing ships, soldiers, weaponry, and armaments.&lt;br /&gt;
&lt;br /&gt;
==2387-2562 - The Conquering==&lt;br /&gt;
Several centuries of warfare follow, with Sol utterly destroying, annexing, conquering, or forcing all [[abhuman]] and [[human]] empires to join them. The first phase begins with what is commonly called the Twenty-Year Harrowing, where Sol forces refused any surrender or peace terms, utterly devastating and conquering all nearby star systems in a bloody display of military might. This sets the stage for the remaining centuries of conflict, causing many systems to surrender the moment the Sol fleet entered their star space.&lt;br /&gt;
&lt;br /&gt;
After this twenty year period of intense bloodshed, Sol resigns in its devastating methods and begins using the reputation gained and its rapidly growing industry it has developed to quickly recruit potential conquests through more peaceful means.&lt;br /&gt;
&lt;br /&gt;
==2565 - Unified Federation==&lt;br /&gt;
By this time period all major empires of human or abhuman origin have been absorbed into the Sol Federation, those remaining were either too distant to be profitable by conquering or unworthy of bothering with due to low value and means. With humanity united, Sol begins a fervent expansion into other areas of space by terraforming new planets and seeking more distant areas for colonization. It is at this time that humanity begins to discover intelligent alien life.&lt;br /&gt;
&lt;br /&gt;
==2567 - Mar&#039;qua Alliance==&lt;br /&gt;
With its beginning expansionism the Sol federation is contacted by the [[Mar’qua]] sovereignty who had discovered humanity decades ago and had begun learning of them. A peace treaty and defensive contract is set up on mutually agreed upon terms, Sol leverages its superior numbers, military, and economy against Mar&#039;qua&#039;s advanced technology in a mutually beneficial agreement. An uneasy peace is now in place as both empires work together. The federation eager to get its hands on Mar’qua technology while the sovereignty seeks using the federation as a cudgel to protect its borders.&lt;br /&gt;
&lt;br /&gt;
==2569 - Greyson Positronics==&lt;br /&gt;
The small corporation known as Greyson Positronics is formed by joint federation factions interested in pushing the boundaries of robotics, cybernetics, and mechanical augmentation. The company quickly becomes a massive spanning corporation across the universe thanks to open use of artificial intelligence and robots filling a massive portion of the work force. Many notable inventions begin and end with Greyson and by 2596 this corporation owns enough planets, armaments, and forces to rival a small empire.&lt;br /&gt;
&lt;br /&gt;
==2572 - Akula Colonization==&lt;br /&gt;
Sol discovers the homeworld of the [[Akula]]. Sol quickly began to colonize the planet, supplying weapons to factions that are pro-Sol to easily conquer the planet in three years, making the Akula official SolFed citizens. Introduction of Akula soldiers and shock troopers are added to military offensives, further increasing the might of federation forces.&lt;br /&gt;
&lt;br /&gt;
==2577-2620 - Period of Discovery==&lt;br /&gt;
Many new species are discovered, with notable ones being listed below in order of importance. Smaller, weaker alien empires are slowly absorbed by the ever expanding Sol Federation borders with many joining willingly and some fighting a losing battle, being annexed shortly after.&lt;br /&gt;
&lt;br /&gt;
==2580 - Naramad ==&lt;br /&gt;
The homeworld of the primitive [[Naramad]] are discovered, the leaders of the Naramadi people mistakenly attack the federation ambassadors, believing they are a similar looking native fauna that stole from them. Retaliation is swift and brutal as the federation decreed this a defensive war and dispatched Mar’qua forces from the war council to handle the situation, with the stipulation of no orbital bombardment to preserve planetary industry. In a handful of months the planet is brought to its knees and quickly annexed. Its people are conscripted into the Sol military as shock troops and ship-to-ship breaching parties.&lt;br /&gt;
&lt;br /&gt;
==2582 - Sablekyne==&lt;br /&gt;
The existence of the [[Sablekyne]] home-world is revealed to the Federation through Oni, LLC who had long ago contacted the alien race and uplifted them as allies. Integration into the federation proves simple and easy, with sablekyne making up a decent chunk of frontier area military corps, merchants, and freebooters.&lt;br /&gt;
&lt;br /&gt;
==2583 - Opifex==&lt;br /&gt;
[[Opifex]] ships are discovered by the Mar’qua Observitorium, confirming a century long rumor of scavengers who targeted derelict ships, space hulks, and unprotected colonies. Contact is established and the main Opifex scavenger fleets are eased into an non-aggression treaty. Shortly after, Opifex ships begin attacking and raiding enemies of the Sol Federation for unconfirmed reasons.&lt;br /&gt;
&lt;br /&gt;
==2600 - Cht&#039;mant==&lt;br /&gt;
The [[Cht’mant]] are discovered on a planet marked for resource harvesting due to its hostile environment being unfit for human colonization. The Cht’mant are originally mistaken for animals until a hive queen learns to imitate and use English common. The Soteria Institute, a xenobiological research orgnization working with the federation at the time deemed the Cht’mant worth study and collected several hive queens and remaining Cht’mants from the planet. After a brief period of study and secondary schooling, the race remaining Cht’mants were released to there own devices.&lt;br /&gt;
&lt;br /&gt;
==2601 - Cindarite==&lt;br /&gt;
The [[Cindarite]] are discovered by rebel pirates in there irradiated death world. Federation forces descended on pirates in the sector, capturing or destroying most ships before a well known pirate struck a deal to reveal all of his information and contacts with the Cindarites located below the surface of there death world. Federation forces quickly initiated diplomatic operations and recruited the Cindarite for there highly specialized evolution in toxic living conditions. Many Cindarites became spacers, spending there entire lives on various ships, allowing them to become well known in a short space of time.&lt;br /&gt;
&lt;br /&gt;
==2605 - Kriosan==&lt;br /&gt;
The [[Kriosans]] Empire is discovered by the Federation and quickly annexed to gain access to their valuable anti-orbital weapons platforms, and the governing dictatorship agrees to terms of surrender, if only officially. Rioting was frequent, but quelled quickly by Solar MPs and Kriosan Police.&lt;br /&gt;
&lt;br /&gt;
==2625 - The Second Conquering==&lt;br /&gt;
Sol continues its aggressive expansion, preparing to conquer the small left over empires of abhumans/humans. Rumors and missives are abound that a new unification war is about to begin and those who have resisted federation control will soon be conquered, annexed, or given a chance to surrender. Many speculate that this new series of wars will be to spread through out the galaxy as decades of preparation begins.&lt;br /&gt;
&lt;br /&gt;
==2628 - Greyson Positronics==&lt;br /&gt;
The mega corp spanning across the known galaxy Greyson Positronics collapses for an unknown reason. All synthetics, artificial intelligence, and robots under the Greyson network go haywire and begin slaughtering any and all nearby organics. Many areas exclusively owned by Greyson quickly become dead worlds that are abandoned and rendered off limits. Greyson industries and colonies were built on hostile or worthless planets for its cost benefit, as a result federation forces decline wasting resources clearing out these areas as there is little gain. Strategic spots on the galaxy scale and profitable locations are destroyed and reclaimed. The remaining organic Greyson employees who escaped the initial conflict formed the Xiang Jiang and quickly become enemies of the Sol Federation upon discovery of using biomorphs.&lt;br /&gt;
&lt;br /&gt;
==2644 - The Colony Forms==&lt;br /&gt;
The Nadezhda Coalition is formed by several dissonant factions and fleets of ships prepare to leave for a distant world known as Amethyn on the edge of the galaxy. Many ships filter in over the year before the final one, the Soteria fleet, crash lands upon the surface after using an experimental inter-star system teleporter. This event marks the last of the largest ships arriving upon the colony, but smaller transport shuttles filter in over the next few years.&lt;br /&gt;
&lt;br /&gt;
==2645 - Bluespace Crash==&lt;br /&gt;
Bluespace as it is understood crashes, completely and utterly rendering all bluespace devices unstable, with long range devices such as teleporters and bluespace drives becoming so unstable using them is assuredly a death wish. Short range devices prove to still function, yet many show signs of instability and formerly unknown bugs that cause new hazards with use. A large splinter faction calling itself the Vorhut launched a rebellion across the Kriosan Empire, re-establishing Castellan rule and Imperial sovereignty at the cost of around half the rebel forces.&lt;br /&gt;
&lt;br /&gt;
==2651 - Present Day==&lt;br /&gt;
The colony is entirely cut off from the rest of the galaxy due to the bluespace crash, with only the nearby [[Kriosan]] Confederacy able to easily communicate with them. Relations and trade agreements are quickly established.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2530</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2530"/>
		<updated>2022-04-23T19:45:50Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the potential to earn money for both themselves and Lonestar.&lt;br /&gt;
* All transactions done by Lonestar offer a 20% commission from the profit margin to any Lonestar employee facilitating the transaction. Example, a cargo tech sells a crate that cost 500 credits, but was able to negotiate the buyer into paying 1000 credits. The profit is 500 credits, 20% of that (100 credits) is then directly claimable by the employee who managed the transaction.&lt;br /&gt;
* All service members (bartender, chef, and gardener) may charge whatever prices they see fit for their respective services. Employees are &#039;&#039;&#039;recommended&#039;&#039;&#039; to charge above 10 credits but no more than 100 credits per drink or food item depending on the difficulty/challenge of fulfilling said order. Service members do not collect a commission for the sale of drinks and food (this is handled with their hourly wages) but are entitled to the full amount of any tips offered and may pocket it at their discretion.&lt;br /&gt;
* Trade beacons may be used freely by all lonestar employees using their personal accounts for purchasing or selling goods. Lonestar automatically collects a 20% market fee that is directly removed and then added to the Lonestar account whenever an item is sold through the trade beacon. Lonestar has no service charge, nor tax on goods bought through the trade beacon, only goods sold. Cargo technicians and CEOs with access to Lonestars main account are expected to only use the trade beacon to gain a profit for Lonestar if they are using Lonestars main account.&lt;br /&gt;
* Miners receive a 20% commission on all profits generated by the materials they dig up. Since dug up and refined minerals are generally pure profitability, lonestar miners may simply total the complete cost of the materials &#039;&#039;&#039;cargo sale value&#039;&#039;&#039; and request that commission from any CEO or cargo technician (with the proper paperwork). Alternatively, miners may try to sell the materials to fellow colonist themselves at whatever price they negotiate. As with normal commissions, they may take a 20% cut of all profits generated, but are required to keep paperwork detailing who bought what and for how much (if tools and goods are traded in the place of credits, list the tools innate numerical value).&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarily step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
* Treating or handling medical scenarios in the colony whilst Soteria medical is around is not advised, and more frowned upon. &lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around. &lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
** When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
** When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
** If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
** In regards of FBPs and other alien life, a firm understanding of the alien&#039;s biology will help you classify if they are dead or not, specifically in regards of Mycus and Folken. For FBPs, it is situational but if their battery is taken out or if they require specific equipment, then they are considered &#039;dead&#039; for the time being.&lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
# Unless their postmortem says that they&#039;re not to be revived in some manner, it is to be assumed to attempt revival before burying, cremating, or putting them in the morgue.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Marshals and Blackshield ===&lt;br /&gt;
With the truth of Soteria being responsible for the Hivemind&#039;s creation now fully revealed, the Marshals and Blackshield have been given absolute authority to fully stop any experiments that can be considered &#039;dangerous&#039; or &#039;unusual&#039;. Whilst the terms are broad, this does not mean they can shut down any and all experiments, only the ones that pose more danger and consequences for others that are not just the scientists and researchers conducting said experiments. For example, they can shut down experiments with bluespace due to how dangerous it can become, and the incredible instability of bluespace. Trying to push these experiments in disregard of their authority already exercised can result in charges being applied to the persons involved in the experiment.&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Changing Silicon Laws ===&lt;br /&gt;
* In code blue or higher situations no head of staff (barring the CRO) is to enter the AI Upload or AI Core unless accompanied by at least one other head of staff, or at least one officer if no other heads of staff are available. The AI Upload and AI Core are explicitly off-limits to all other personnel.&lt;br /&gt;
* In all other situations, two Heads of Staff are recommended, but not necessary. A chief research overseer and chief biolab overseer are exempt from these rules and may enter at will on all code levels. If both the CRO and CBO agree to modify AI laws they may do so on any code level.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times, failure may result in legal action.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene. As a further note, Marshals and Blackshield can shut down both the genetics lab if issues arise, this also goes for cloning experimentation as well. &lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center. (This specific procedure is no longer valid for the time being)&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate the colony&#039;s [[Laws]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests the warrant must be authorized by either the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. A physical arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out within a reasonable and fashionable amount of time. Failure to have a warrant physically on file within a determined reasonable time, typically described as either by the time the prisoner leaves the brig or at least towards the end of their time, the officer may be fined, charged and/or potentially fired for multiple violations of the colony&#039;s Laws. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
** The Warrant Assist program may be used to place warrants and act upon them; but paperwork should always be done within the aforementioned &#039;reasonable time&#039;. This may vary case to case; such as on lower crimes or fines as either a low timer or no timer at all may be issued. But word of thumb is that an officer should have paperwork for an arrest finished by the time the suspect is leaving the brig after the average duration of a major/exceptional offense timer.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;307. Trespassing in these areas is covered under &amp;amp;sect;309 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Marshal Armory ===&lt;br /&gt;
The Marshal armory is divided into two sections - the public shop area and the storage area. Everything in the room behind the shop is the storage area. The shop has two sections, the secure area behind the windows that allows access to the display cases and front-room storage, and that of the public area in front of the desk and on the non-windoor side of the display cases. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities there. Behind the desk is considered, similar to the armory, a secure area.&lt;br /&gt;
* In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant may have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications such as abuse of powers, grand trespass or other charges that may be levied.&lt;br /&gt;
* In case of a weapon request from Marshals/Blackshield, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
* In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made. Any loans to the individual Marshals or the Blackshield department should likewise be recorded on a receipt for record-keeping purposes.&lt;br /&gt;
* If no Supply Specialist is present or available, the rank order of ownership goes to the Warrant Officer. If no Warrant Officer is present a CO, Sergeant or Premier may access the armory but only in exceptional situations; such as the need to arm other Marshals in an emergency situation. The marshal armory is not a play-thing.&lt;br /&gt;
* Under normal circumstances no equipment should be handed out for free to non-marshal department staff.&lt;br /&gt;
* In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Marshal officers first, volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences. Abusing access, authority or carelessly using the resources is a reason for demotion under charges 411 or 508; depending on circumstances.&lt;br /&gt;
* The Department Account is trusted to the Supply Specialist to use, as well as the Warrant Officer and Blackshield CO. All personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
=== Blackshield Armory ===&lt;br /&gt;
Similar to the Marshal armory, the Blackshield armory consists of two parts. The barracks room, containing the lathe and ammo, and the secure armory back room. The front room is considered to be a normal Blackshield room that can be accessed by Blackshield personnel as needed. The secure armory behind the blast doors is the Blackshield armory, being considered a secure room - just as the Marshal armory is.&lt;br /&gt;
* The Blackshield armory can be accessed by both the CO and the Sergeant, holding specialized armaments and ammunition for field actions. This gear is there to be issued when required for combat purposes or in cases of emergency. All gear within it should only be issued to Blackshield personnel and should be returned to the armory at the end of the shift.&lt;br /&gt;
* While the Premier, Marshal WO and Supply Specialist have access to the Blackshield armory they are not to use said access unless in an emergency situation or upon the request of Blackshield personnel over security concerns. Even when accessed by either person the issued equipment may not be issued to anyone but Blackshield personnel. Violation of this can result in either 411 or 508 charges levied against the offender.&lt;br /&gt;
* The Blackshield armory falls under the jurisdiction of the CO. If no CO is present, authority over the Blackshield armory falls to the Sergeant. The CO may also delegate authority over the issuing of gear from the armory to the Sergeant.&lt;br /&gt;
* Equipment from the Blackshield armory may be loaned to the Marshals by a CO with paperwork. All equipment must be returned unless traded for gear of equal value and usage or greater. Otherwise no sales or loans of Blackshield armory gear should occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The Blackshield is &#039;&#039;&#039;heavily recommended&#039;&#039;&#039; to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances. Furthermore, Blackshield cannot use it as a mining operation area unless for specific rare situations where materials are needed and Lonestar is a) not around or b) unable to provide in a timely manner. Marshals can charge the Blackshield that misuse the Gulag with 301. Demotions might be issued out if it is a continued issue, either by the Commander or the Brigadier.&lt;br /&gt;
* Most importantly, the purpose and jobs of Blackshield are to mainly handle external (At only the gates, perimeter, and beyond those) matters, not internal. Choosing to do Marshal work when there are &#039;&#039;&#039;active&#039;&#039;&#039; Marshals working on said matters is already covered and can result in charges/fines. For Corpsmen and medical, the duties of the Corpsmen are strictly for Blackshield and external situations. Under most circumstances, a Corpsman should not be actively providing medical aid inside of the colony whilst there are medical staff on duty. Appropriate charges/fines can and will be placed, however, if there are no active Marshals to carry that out, then Medical will null the entirety of Blackshield&#039;s right to free treatments, and proceed to thusly charge &#039;&#039;&#039;all&#039;&#039;&#039; of Blackshield. &lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default, it is recommended that there should always at least be one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon approval by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and its colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the approving Foreman and/or approving Blackshield Commander, and the requesting Prospector and/or requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander and/or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the colony is not left unguarded in a official capacity. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
===Deep Maintenance===&lt;br /&gt;
This area is a extremely dangerous and hostile location, even the most veteran and well equipped colonist, Federation soldier, or anyone else, stand a high chance of dying. As has been proven and stated, this anomalous location has no actual physical location beneath the colony. It is therefore considered a external area, in which Blackshield holds authority over. Due to how dangerous, anomalous, and hellish the tunnels are however, Blackshield and Marshals are heavily encouraged to work together in handling these tunnels for whatever reasons. Blackshield holds direct authority when in regards of handling any and all external matters, however, in the case of deep maints, Blackshield should allow the Marshals or any other department to reinforce or back them up. As a side note, if a colonist requires a medevac from deep maints itself, the medevac fine is tripled due to just how dangerous deep maints itself is, and the chances of running into genetic abominations that can multiply and dissolve bodies in order to do so.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers. If there is only one overseer active, they have a single vote.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
# When the counsel is calling a vote their must be at lest three heads of staff to be accounted, CBO and CRO count as two heads of staff for this even with their singular vote.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=The_Basics&amp;diff=2522</id>
		<title>The Basics</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=The_Basics&amp;diff=2522"/>
		<updated>2022-04-07T04:11:06Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GetStartedHeader}}&lt;br /&gt;
&lt;br /&gt;
Congratulations on your joining of the colony! Make sure to check out the other Starter Guides (listed above) as well as the [[Jobs|Job Guides]].&lt;br /&gt;
&lt;br /&gt;
Space Station 13 is a multiplayer roleplaying game developed using the [http://www.byond.com/ BYOND] engine. In Space Station 13 (from here on to be referred to as SS13 or Soj, short for &amp;quot;Sojourn&amp;quot; our specific variant), players take the role of workers on a colony. There are many different jobs available, and each player chooses and plays a role.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s get one thing out of the way from the start. You may want to read the [[Mission Statement]]. If you don&#039;t like roleplay heavy environments mixed with erotic roleplay and action you&#039;re better off trying somewhere else.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sojourn is a heavily [[A Crash Course in Roleplaying|roleplay]]-focused server. The choice is not optional; it is enforced. Should you be new to roleplaying, consult [[A Crash Course in Roleplaying]]. Should you still have questions, ask them on the discord.&lt;br /&gt;
&lt;br /&gt;
== The Rules ==&lt;br /&gt;
Yes, there are [[Rules|rules]] set in place to ensure an enjoyable experience for all players. Please take a moment and read them.&lt;br /&gt;
&lt;br /&gt;
== What to Expect ==&lt;br /&gt;
What to expect from Sojourn:&lt;br /&gt;
*≈ADULT CONTENT≈ WEW&lt;br /&gt;
*A large, evolving community of players&lt;br /&gt;
*Dynamic roleplaying over several-hour-long ‘shifts’&lt;br /&gt;
*Creating an ongoing story for your character (shifts have story continuity between them, most of the time)&lt;br /&gt;
*A flexible setting to allow you to create a diverse array of characters to play&lt;br /&gt;
*A game to play while socializing, meeting new people, and enjoying yourself&lt;br /&gt;
*The ability to duck into a dorm for isolated ‘anything goes’ RP*&lt;br /&gt;
*Staff-driven storyline events involving the playerbase as characters&lt;br /&gt;
&lt;br /&gt;
What to &#039;&#039;&#039;NOT&#039;&#039;&#039; expect from Sojourn:&lt;br /&gt;
*A high-octane SS13 server with 24/7 robusting action (certain event rounds aside)&lt;br /&gt;
*Antag rounds (antags are/can be manually assigned by admins)&lt;br /&gt;
*The ability to create characters which do not fit into the setting (without approval)&lt;br /&gt;
*A place to have every roleplay you want, at any time, anywhere, without restriction**&lt;br /&gt;
*A private chatroom where your roleplaying has no chance of being interrupted or seen by others&lt;br /&gt;
*Roleplaying with just your friends from other places&lt;br /&gt;
*Playing as specific characters from other licensed media&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;* &#039;Anything goes&#039; refers to the fact that you can roleplay things that do not fit in the setting, or things you would usually be quickly arrested for, not that you can ignore the server’s rules.&amp;lt;/nowiki&amp;gt;&#039;&#039;&amp;lt;p&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;lt;nowiki&amp;gt;** Do not expect to be able to perform illegal acts in public or create scenarios that don’t fit within the setting without repercussions from other characters, or possibly admins.&amp;lt;/nowiki&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Joining the Server ==&lt;br /&gt;
To join the server you&#039;ll need to follow a couple of steps:&lt;br /&gt;
&lt;br /&gt;
#Download the BYOND client from [http://www.byond.com/download/ here]. You&#039;ll need it to start playing&lt;br /&gt;
#Register for a BYOND account [https://secure.byond.com/?page=Join here].&lt;br /&gt;
#Add this server to your bookmarks, or just join manually using the BYOND client. byond://104.243.38.223:35565&lt;br /&gt;
#Get whitelisted by following the instructions on the Discord: https://discord.gg/Z35HsZT . Feel free to look around as a ghost or mouse, ask questions in deadchat/OOC, set up a character, and get a feel for the server, but actually playing requires some staff approval. Adult situations happen, and although you&#039;re in no way required to participate, we can&#039;t be too careful with weeding out underage players.&lt;br /&gt;
&lt;br /&gt;
If all has gone well, congratulations! You&#039;re on the server! Before you can jump in and start playing, we strongly recommend you set up your character first.&lt;br /&gt;
&lt;br /&gt;
== Character Setup ==&lt;br /&gt;
&lt;br /&gt;
Before you start throwing together a character, make sure you glance at the wiki so that you know what types of characters are generally unacceptable and what races are lore supported before playing. If in doubt, ask.&lt;br /&gt;
&lt;br /&gt;
=== Cosmetics ===&lt;br /&gt;
Cosmetics have no actual effect on gameplay, but we recommend that you take some time to change them to your taste.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Name:&#039;&#039;&#039; As part of the [[Rules#Roleplay|roleplay guidelines]] followed by the server, it is required that all characters have a first and last name (with the exception of different languages or cultures, but use common sense!). By randomizing your name, the game will pick a suitable name for your character, accounting for gender.&lt;br /&gt;
*&#039;&#039;&#039;Gender:&#039;&#039;&#039; Self-explanatory; this is purely for roleplay purposes.&lt;br /&gt;
*&#039;&#039;&#039;Age:&#039;&#039;&#039; The only cosmetic setting that is basically useless. It will only appear on in-game security and medical records and won&#039;t change your character&#039;s appearance.&lt;br /&gt;
&lt;br /&gt;
=== Occupations ===&lt;br /&gt;
This is an important option and will be covered in more detail below.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
The skills system are ranks assigned by your job and sometimes affected by race or other factors. Your skills heavily effect what jobs you are capable of and will cause you to succeed or fail more at specific tasks based on your skill set.&lt;br /&gt;
&lt;br /&gt;
See [[Stats]] for a slightly more detailed breakdown.&lt;br /&gt;
&lt;br /&gt;
=== Appearance ===&lt;br /&gt;
*&#039;&#039;&#039;Body:&#039;&#039;&#039; Pressing the (®) will give you a completely random appearance. Can produce some pretty strange results, so it&#039;s not recommended (unless you happen to like playing a bald woman with an enormous purple beard).&lt;br /&gt;
*&#039;&#039;&#039;Species:&#039;&#039;&#039; This option will allow you to change your [[Core Species|species]]. There are a number of species that you can encounter.&lt;br /&gt;
*&#039;&#039;&#039;Blood Type:&#039;&#039;&#039; Blood type isn&#039;t important until your character is injured; he or she can only give or accept blood transfusions from people with a compatible blood type.&lt;br /&gt;
*&#039;&#039;&#039;Body Color:&#039;&#039;&#039; This will change your character&#039;s skin color. You can use one of the presets, or define your own custom color using the custom tab in the window that pops up.&lt;br /&gt;
*&#039;&#039;&#039;Underwear:&#039;&#039;&#039; Changes the color of your character&#039;s underwear, visible when naked. Even if set to &#039;&#039;none&#039;&#039;, nothing particularly explicit is shown.&lt;br /&gt;
*&#039;&#039;&#039;Backpack:&#039;&#039;&#039; You can choose between a standard gray backpack, two different types of satchels (one brown leather, the other department-specific design and color), or none at all.&lt;br /&gt;
*&#039;&#039;&#039;Hair/Facial/Eyes&#039;&#039;&#039;: These let you change the color and, if applicable, style of your character&#039;s hair, facial hair, and eyes. Hair and facial hair styles can be changed regardless of gender. Use common sense, though: red eyes and bearded women aren&#039;t really a good idea.&lt;br /&gt;
&lt;br /&gt;
=== Disabilities ===&lt;br /&gt;
Allows you to set disabilities for you character to start with. Not recommended. See [[Disabilities]] for more information.&lt;br /&gt;
&lt;br /&gt;
=== Flavor/Robot Flavor Text ===&lt;br /&gt;
This blurb is shown when people examine you (see [[General Help|Controls]] for more information).&lt;br /&gt;
&lt;br /&gt;
This text should only describe your character&#039;s physical traits and mannerisms. It&#039;s not a good idea to mention anything someone wouldn&#039;t know by looking at you or something that is opinionated (e.g. &amp;quot;has long brown hair&amp;quot; or &amp;quot;has a gruff look&amp;quot; rather than &amp;quot;is extremely beautiful&amp;quot; or &amp;quot;has problems with authority&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
=== Character Records ===&lt;br /&gt;
This will pop-up a window that will allow you to set your character Medical and Security records, and have them be able to be read in-game by Soteria doctors or Marshals respectively.&lt;br /&gt;
&lt;br /&gt;
This is mostly a fun little RP tool that can be used to help flesh out your character more. However, since it appears in-game as an official record, it should be written as such. Try to write it as you would expect from a large company like the Nadezhda.&lt;br /&gt;
&lt;br /&gt;
Do not put your records in your Flavor Text. Flavor Text is meant for your &#039;&#039;&#039;physical description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is also the &amp;quot;Employment Records&amp;quot; which can show your character&#039;s past occupation history.&lt;br /&gt;
&lt;br /&gt;
Records are heavily required to play on the server. If you haven&#039;t fully thought out your character&#039;s backstory and whatnot, it&#039;s fine to have the basics of a record setup and in a way that&#039;s flexible for you to improve it later.&lt;br /&gt;
&lt;br /&gt;
=== OOC Notes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Required for continued play on the server.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is where to put down what sort of situations you are and are not comfortable with, as the player behind the screen. Generally used for informing others on your preferences in regards to Exciting Role Play, but free to use for other situations.&lt;br /&gt;
&lt;br /&gt;
Note: You can&#039;t opt out of retaliatory combat with this, don&#039;t be dumb.&lt;br /&gt;
&lt;br /&gt;
=== Antagonist Options ===&lt;br /&gt;
These will put you in the running for the role of various antagonists. &#039;&#039;&#039;As a new player, it is &#039;&#039;strongly&#039;&#039; recommended that you set all of these options to &#039;&#039;no&#039;&#039; until you have had the opportunity to play the various game modes as a normal crewman. Should you be chosen to play an antagonist without wanting to, tell an admin via Adminhelp that you are new and do not wish to do so.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The only exception is &#039;&#039;&#039;pAI candidate&#039;&#039;&#039;, which will give you the chance to play as a [[Personal AI]]. You can safely leave this enabled, since you can still reject it in-game.&lt;br /&gt;
&lt;br /&gt;
=== Data Management ===&lt;br /&gt;
You can save your character and preferences for future rounds by clicking the save button at the bottom on the window. Doing so will allow you to play that character over different rounds.&lt;br /&gt;
&lt;br /&gt;
You can also add more character slots by click the &#039;Create New Character&#039; link. You have quite a few, so try experimenting with different characters and personalities!&lt;br /&gt;
&lt;br /&gt;
== Occupations, Revisited ==&lt;br /&gt;
&lt;br /&gt;
Your occupation is, by far, one of the most important settings in the game. It affects your station access, rank, authority, equipment, and purpose in life. These range from civilian jobs such as chef or janitor, all the way up to the premier&lt;br /&gt;
&lt;br /&gt;
=== Job Assignment ===&lt;br /&gt;
With the exception of Colonist, all job preferences have four levels: &#039;&#039;Never&#039;&#039;, &#039;&#039;Low&#039;&#039;, &#039;&#039;Medium&#039;&#039;, and &#039;&#039;High&#039;&#039;. These change how likely the server is to assign you that job when it compares your preferences with those of the other players.&lt;br /&gt;
&lt;br /&gt;
Because of the diversity and range of jobs available, there are many ways to roleplay. A lot of these jobs, however, require a good knowledge of the game mechanics, the layout of the station, and how to use in-game tools and machinery. Because of this, the following jobs are recommended for new players:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Colonist]]:&#039;&#039;&#039; The most basic of all occupations, the colonist has no authority and, generally speaking, no responsibilities. It&#039;s an excellent opportunity to learn the game mechanics &amp;amp;mdash; but your access is limited, so feel free to ask other people if you can help, and they&#039;ll usually be happy to show you around their department and help you learn the ropes. It also lets you practice roleplaying, if you&#039;re still unsure about it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Janitor]]:&#039;&#039;&#039; A simple, if menial, job that involves replacing lightbulbs, cleaning up messes, putting out wet floor signs, and then pointing them out to people who&#039;ve slipped on the floor you just finished mopping. Your only responsibilities are to keep the station clean and well-lit, and it&#039;ll help you learn your way around the station and its various departments.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Chef]]:&#039;&#039;&#039; A fairly simple job that gives you a good introduction to mixing ingredients, and there&#039;s even the possibility of cake into the bargain. Recipes are available [[Guide to Drinks|here]], to help kickstart a budding Chef&#039;s career.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[Bartender]]:&#039;&#039;&#039; Like the Chef, but with more alcohol. The Barman&#039;s job is primarily mixing and serving drinks to a thirsty crew. The recipes are also available [[Guide to Food|here]]. You&#039;d be surprised at some of the stuff you can make, so try it out!&lt;br /&gt;
&lt;br /&gt;
If you&#039;re interested in other jobs, feel free to browse the [[Jobs|Job Guides]]. Try to avoid any marshal, guild, or council positions until you get a hang of the game. (Jumping into a position you&#039;re not prepared to do is a guaranteed way of making people angry at you.)&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ==&lt;br /&gt;
If all has gone well, you should be just about ready to play your first round, and you&#039;ll be entering one of two ways:&lt;br /&gt;
&lt;br /&gt;
=== Starting the Round ===&lt;br /&gt;
&lt;br /&gt;
Each round starts with a 3-minute delay while players chat and set up their characters. If you&#039;re lucky enough to join at this point, the first thing to do is set up your character&#039;s appearance and job preferences, then click &#039;&#039;Ready&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
More than likely, however, you&#039;ll arrive halfway through a game in progress. Clicking &#039;&#039;&#039;View Crew Manifest&#039;&#039;&#039; will give you a list of who&#039;s on the station, and what position they have filled. When you join the game, you&#039;ll have the opportunity to choose from a list of available positions.&lt;br /&gt;
&lt;br /&gt;
When joining a game in progress, you&#039;ll spawn at the elevator (or your character&#039;s selected method of entry), and will be introduced to the crew by the Arrivals Announcement Computer. From there, you can either try to find your workplace and get started, or just explore the station a bit.&lt;br /&gt;
&lt;br /&gt;
=== Gameplay ===&lt;br /&gt;
&lt;br /&gt;
==== The User Interface ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1. Clothing(2):&#039;&#039;&#039; Anything your character is wearing. Clicking the backpack icon on the bottom left will show/hide this menu.&lt;br /&gt;
*&#039;&#039;&#039;2. Hands(3):&#039;&#039;&#039; The items you&#039;re holding in your hands. The hand you&#039;re currently using will be highlighted, and you can switch hands by clicking the appropriate hand or clicking &#039;Swap&#039;. (Keyboard shortcut: &#039;&#039;&#039;Page-Up&#039;&#039;&#039;)&lt;br /&gt;
** If you wish to open objects with their own storage (while their in your inventory), simply move them to one hand, and click on them with an empty hand.&lt;br /&gt;
** If you want to quickly equip an item, hold it in your active hand and press the E next to Swap.&lt;br /&gt;
*&#039;&#039;&#039;3. Pockets(1):&#039;&#039;&#039; Your jumpsuit has pockets, and anything in them is displayed here. You won&#039;t be able to use them if you&#039;re naked.&lt;br /&gt;
*&#039;&#039;&#039;4. Actions(4):&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Throw:&#039;&#039;&#039; Toggle throwing; you can then throw the item in your active hand by clicking something to throw it at. (Top-right) (Keyboard shortcut: &#039;&#039;&#039;End&#039;&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Drop:&#039;&#039;&#039; Immediately let go of the item you&#039;re holding. (Left of &#039;&#039;&#039;Throw&#039;&#039;&#039;) (Keyboard shortcut: &#039;&#039;&#039;Home&#039;&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Resist&#039;&#039;&#039; Resist against restraints and grabs. (Left of &#039;&#039;&#039;Drop&#039;&#039;&#039;)&lt;br /&gt;
** &#039;&#039;&#039;Let Go:&#039;&#039;&#039; You can pull people and some items by shift-clicking on them; if you&#039;re pulling something, click this button to release it. (Left of &#039;&#039;&#039;Resist&#039;&#039;&#039;, depending on your settings it may only appear when you&#039;ve grabbed onto something)&lt;br /&gt;
*&#039;&#039;&#039;5. Target, Speed, and Intent(4):&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Body Target:&#039;&#039;&#039; Shows which part of the body you will interact with, whether helping or harming. To change this, click on the different parts of the body. (Bottom-right)&lt;br /&gt;
** &#039;&#039;&#039;Movement Speed:&#039;&#039;&#039; This will toggle whether you run or walk. Walking is slower, but safer, and you won&#039;t slip as easily. (Left of Body Target)&lt;br /&gt;
** &#039;&#039;&#039;Intent:&#039;&#039;&#039; This selects how you will interact with an object or a person when you make an action. (Left of Movement Speed)&lt;br /&gt;
*** (On Intent box: Green is Help (Top-left), Blue is &#039;&#039;&#039;Disarm&#039;&#039;&#039; (Top-Right), Yellow is &#039;&#039;&#039;Grab&#039;&#039;&#039; (Bottom-Right), Red is &#039;&#039;&#039;Harm&#039;&#039;&#039; (Bottom-Left)).&lt;br /&gt;
*&#039;&#039;&#039;8. Weapon Mode(Appears above &#039;4&#039; on the HUD image):&#039;&#039;&#039; When you use a ranged weapon, this determines whether you shoot where you click, or select targets to take captive. If you activate the latter, you may set various conditions for when you will shoot automatically. These range from movement to talking on the comms.&lt;br /&gt;
*&#039;&#039;&#039;9. Status Icons (7):&#039;&#039;&#039; In the new, lighter UI styles, most of these are only visible if something&#039;s out-of-the-ordinary.&lt;br /&gt;
** &#039;&#039;&#039;Cold Warning&#039;&#039;&#039;&lt;br /&gt;
** &#039;&#039;&#039;Heat Warning:&#039;&#039;&#039; Appears if the air you&#039;re breathing is superheated. Usually shows up near fires.&lt;br /&gt;
** &#039;&#039;&#039;Toxic Warning:&#039;&#039;&#039; &lt;br /&gt;
** &#039;&#039;&#039;Pressure Warning:&#039;&#039;&#039; Appears if air pressure is too high or too low.&lt;br /&gt;
** &#039;&#039;&#039;Oxygen Warning:&#039;&#039;&#039; Appears if the air you&#039;re breathing has too little oxygen. If you linger too long, you&#039;ll eventually pass out and slowly asphyxiate.&lt;br /&gt;
** &#039;&#039;&#039;Internals:&#039;&#039;&#039; Shows whether you are running on internals (an oxygen tank and breath mask). If you have them equipped, clicking this will switch them on or off.&lt;br /&gt;
** &#039;&#039;&#039;Health:&#039;&#039;&#039; Fades to red as you take more damage. If it flashes with the word CRIT, it means you are close to death and require immediate medical attention.&lt;br /&gt;
** &#039;&#039;&#039;Temperature Warning:&#039;&#039;&#039; Appears if your surroundings are too hot or too cold.&lt;br /&gt;
** &#039;&#039;&#039;Hunger:&#039;&#039;&#039; Appears and gradually fades to red as you get hungrier. (It&#039;ll take a while to disappear after you eat something, though.)&lt;br /&gt;
&lt;br /&gt;
=== Interacting With the World ===&lt;br /&gt;
Interacting with your surroundings in Space Station 13 is mostly done by the mouse. You can click with an empty hand active to pick up items or open containers, click on something with an item in your active hand to use the item on it, click on a computer or device to view its display, and so on. Once you get the hang of managing your character&#039;s hands, things will make more sense: you can&#039;t, for example, open a toolbox in your left hand if your right hand is full.&lt;br /&gt;
&lt;br /&gt;
A good way of interpreting the interaction system in Space Station 13 is to think of each click as &#039;using&#039; the object (or hand) on whatever you&#039;re clicking on. For instance, to use a computer in real life, you&#039;d essentially &#039;use&#039; an empty hand on it to start typing. Using an empty hand on an object will pick it up, if you can hold it. Holding an item in your hand and clicking on something can result in three things:&lt;br /&gt;
&lt;br /&gt;
* If the object in hand is meant to be used with the object you&#039;re clicking on, the desired effect should occur. In the case of containers, such as drink bottles or beakers, you&#039;ll transfer a certain amount of units (usually 10) of the liquid from the container in your hand, to the container you&#039;re clicking on. For things like crowbarring the floor, you&#039;ll pry off a floor tile. &lt;br /&gt;
* If the object in hand is not meant to be used with the object you&#039;re clicking on, more often than not (and very annoyingly, sometimes) you&#039;ll attack the target with the object. This can result in rather funny cases of hitting people with first aid kits, hitting your drinks machine with a bottle of vodka, etc. Or more dangerously, hitting someone with a crowbar, scalpel, toolbox, etc. This happens to be the essence of Robusting, as well (which we do not recommend you to try on unsuspecting crewmembers for no reason), which is basically clicking on someone, but with a weapon or very damaging object in hand.&lt;br /&gt;
* If what you&#039;re clicking on is something that stores objects, the object will be taken out of your hand and placed in or on the target. This can be something like a table, opened locker or crate, which will place the object on top of the target, such that drinks will be placed on tables and jumpsuits will be placed in (technically, on) lockers. Objects like boxes and backpacks/satchels, which can be opened to reveal more slots for storing objects, will remove the item from your hand when clicked on, placing it in a slot inside. &lt;br /&gt;
&lt;br /&gt;
It&#039;s okay to memorize those, but playing jobs that involve more object handling, such as Chef, Barman or Cargo Tech, will really help you understand how the system interprets clicks, and what to expect when trying to use something. &lt;br /&gt;
&lt;br /&gt;
=== Interacting with Other People ===&lt;br /&gt;
Sojourn is, again, a heavily roleplay-focused server, and so your interactions with those around you are going to be very important. You won&#039;t get very far with pointing-and-clicking alone, so there are several basic commands to remember when dealing with other characters on the station: &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;Say&amp;lt;/tt&amp;gt;:&#039;&#039;&#039; Speak to those in sight. You can prefix your message with a semicolon (&amp;lt;tt&amp;gt;;&amp;lt;/tt&amp;gt;) to talk on the general radio channel, if you have a headset, or a colon and a letter (i.e. &amp;lt;tt&amp;gt;:m&amp;lt;/tt&amp;gt; or &amp;lt;tt&amp;gt;:s&amp;lt;/tt&amp;gt;) to talk on your department radio channel. (You can examine headsets to see which channels they can access.)&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;Whisper&amp;lt;/tt&amp;gt;:&#039;&#039;&#039; Speak quietly, only audible to those right next to you. Anyone farther away will be told that you&#039;re whispering something.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;Me&amp;lt;/tt&amp;gt;:&#039;&#039;&#039; Lets you narrate your character&#039;s actions in an emote. This will have your character&#039;s name in front of the text.&lt;br /&gt;
** A nice tip to remember is that you can still use quotation marks with this command like so: &#039;&#039;&#039;Me &amp;quot;tries to stand up, but falls and shouts, &amp;quot;Damnit!&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;OOC&amp;lt;/tt&amp;gt;:&#039;&#039;&#039; Speak to everyone currently playing, in an Out-Of-Character way. This can be used to ask about game mechanics and other things not concerning the game. Try not to mention events happening in the game in OOC, as everyone can see it.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;tt&amp;gt;LOOC&amp;lt;/tt&amp;gt;:&#039;&#039;&#039; Speak to everyone within your view in an Out-Of-Character way. This can be used to ask other players to explain procedures or ask for help without having to broadcast your request to the entire server. &lt;br /&gt;
&lt;br /&gt;
Don&#039;t be afraid to be creative! Writing speech with an accent, or being descriptive with your emotes, will make you a lot more memorable.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;lt;tt&amp;gt;&#039;&#039;&#039;Say &amp;quot;:n Dr. Glass, could you come to Xenobiology, please? I think you should see this...&#039;&#039;&#039;&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;Whisper &amp;quot;Don&#039; bloody move, yeah? Or you&#039;re a dead man.&amp;lt;/tt&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;tt&amp;gt;Me &amp;quot;grumbles irritably and kicks his feet up on his desk, glowering at his boss.&amp;lt;/tt&amp;gt;&#039;&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And don&#039;t forget to type properly! Consistently making typos or forgetting punctuation looks about the same to other players as showing up to a job interview drunk and slurring.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a quick list of the different radio keys: (NOTE: YOUR HEADSET MUST HAVE THE CHANNELS TO USE THEM. EXAMINE THE HEADSET TO DETERMINE IF THEY DO)&lt;br /&gt;
*&#039;&#039;&#039;:h&#039;&#039;&#039; Will send your message to your department radio directly.&lt;br /&gt;
*&#039;&#039;&#039;:c&#039;&#039;&#039; Will send the message to the Command Channel&lt;br /&gt;
*&#039;&#039;&#039;:s&#039;&#039;&#039; Will send the message to the Security Channel&lt;br /&gt;
*&#039;&#039;&#039;:m&#039;&#039;&#039; Will send the message to the Medical Channel&lt;br /&gt;
*&#039;&#039;&#039;:e&#039;&#039;&#039; Will send the message to the Engineering Channel&lt;br /&gt;
*&#039;&#039;&#039;:n&#039;&#039;&#039; Will send the message to the Research Channel&lt;br /&gt;
*&#039;&#039;&#039;:u&#039;&#039;&#039; Will send the message to the Supply Channel&lt;br /&gt;
*&#039;&#039;&#039;:v&#039;&#039;&#039; Will send the message to the Service Channel&lt;br /&gt;
*&#039;&#039;&#039;:i&#039;&#039;&#039; Will let you talk into the neighboring intercom. &lt;br /&gt;
*&#039;&#039;&#039;:y&#039;&#039;&#039; will send a message to the Explorers Channel &lt;br /&gt;
If you wish to emote something over coms then use &amp;quot; say;! [...] &amp;quot;.&lt;br /&gt;
&lt;br /&gt;
= What To Do Now =&lt;br /&gt;
There&#039;s a couple of things to do to help you settle in at Sojourn once you&#039;ve gotten the hang of the game:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Read up on the guide and lore pages:&#039;&#039;&#039; You can never know too much.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Make yourself known on the Discord:&#039;&#039;&#039; The server is home to a group of players whom make up the Sojourn community and we love to see new faces, so swing by the discord at: https://discord.gg/Z35HsZT&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Try advanced jobs:&#039;&#039;&#039; Once you feel you have the basics of the game under your belt, don&#039;t be afraid to check the [[Jobs|guides]] on the other positions available. Not only is it more fun, but you might actually get to help the station!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Be an antagonist:&#039;&#039;&#039; After several rounds of traitor (or some other game modes), and after getting the hang of how everything works, it might be time to try your own hand as an antagonist. [[Game Modes| Here]] is the best place to learn the basics of the different game modes and how to be an antagonist, just make sure to keep roleplaying!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Help out the game:&#039;&#039;&#039; If you&#039;re good with programming, drawing sprites, telling stories, designing maps, or even continued wiki contribution, feel free to drop by the discord and show us what you can do.&lt;br /&gt;
&lt;br /&gt;
Most importantly, have fun! After all, isn&#039;t that we&#039;re all here for?&lt;br /&gt;
&lt;br /&gt;
Welcome to Sojourn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Lore&amp;diff=2521</id>
		<title>Lore</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Lore&amp;diff=2521"/>
		<updated>2022-04-07T04:08:53Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;big&amp;gt; &#039;&#039;&#039;Welcome to the Sojourn Lore page!&#039;&#039;&#039; &amp;lt;/big&amp;gt;&amp;lt;/br&amp;gt;&lt;br /&gt;
The pages and links within contain in-character content which pertains to the game&#039;s universe that may or may not be represented in-game mechanically, and is more meant to provide background information on which to build worlds and characters off of. It is commonly known as &amp;quot;fluff&amp;quot; due to this. Things such as a planet&#039;s economics or a species&#039; culture are two such examples of lore that serves as fluff, which can then be used in a character&#039;s background to provide more immersive detail. The vast majority of these pages can be read as if your character is reading it unless stated otherwise. Please keep in mind that the content within however can be changed or edited at any time as corrections to help maintain continuity are not unheard of. If you have any questions, comments or concerns about the lore, please contact [[User:Kazkin]] for more information.&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Note from Server Maintainers=&lt;br /&gt;
Any and all species from other servers do not exist in our lore. Any attempt to bring an alien species from another server will be met with character removal. Any attempt to use lore from other servers will be met with Administrative action. Custom species are required to be in the realm of possibility, and if you want to create a new race that is not an abhuman you are required to use this [[Creating a Race|guide]] or contact a lore maintainer.&lt;br /&gt;
&lt;br /&gt;
=Premise=&lt;br /&gt;
The brutality of the authoritarian Sol Federation has long proven its intolerance to many. Dissidents, rebels, second class citizens, and aliens living within Sol Federation space have long since been beaten down by the militaristic government that seeks open control of much of the galaxy. One such group, funded by companies looking to exploit this feeling of social animosity, became known as the Nadezhda and began to secretly recruit members looking to escape the oppressive rule of the Sol Federation and its allied empires.&lt;br /&gt;
&lt;br /&gt;
The factions who signed onto this venture were the Sol military deserters, the Artificier’s Guild, the Soteria Institute, and the Lonestar Shipping Solutions. The Marshals were once Sol Federation forces consisting of police, paramilitary, and military operatives trained in keeping the peace and waging small scale warfare in order to ensure Sol Federation dominance in star systems absent of full military support. The deserters were recruits and veterans alike of several conflicts who in an act of open defiance seized what equipment they could and fled with the Nadezhda, all of whom are now branded as pirates and considered criminals by the Sol Federation. The Artificier’s Guild is a faction dedicated to the maintenance and repair of various types of technology among federation controlled space and, after being conscripted for several years to work pro bono for the federation military they officially closed shop, declared bankruptcy, and left with the colony ship. The Soteria Institute is a completely independent corporation that seeks advancement in all areas of science ranging from biology to cybernetic systems and desiring to experiment with plasma and outside the prying eyes of the federation government eagerly signed on to the colony as researchers and doctors. The Church of Absolute, seeking a new land to found their church and faith for a better life after being declared a cult and forced into hiding by the Sol federation. Finally you have the Lonestar Shipping Solutions who organized the entire mission down to every credit from finding people to sign on, buying the ships, loading all the supplies, and getting every faction to fall in line together.&lt;br /&gt;
&lt;br /&gt;
=Introduction=&lt;br /&gt;
&#039;&#039;In the year of 2644...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the behest of the allied factions an organized colony ship was deployed and arrived in the Chromin 8 system in the span of two years with the aid of Bluespace FTL to escape the iron fist of the Sol federation. With successful deployment the ship landed on Amethyn and began immediate construction of a full colony. With merely a years time the colonists, with the aid of mechanized and robotic assistance, set up a thriving city. Yet, as luck would have it, several things went wrong in the span of a few months.&lt;br /&gt;
&lt;br /&gt;
First and foremost came the Bluespace crash in the year of 2645, an event which caused the complete disruption of all Bluespace FTL drives in the galaxy to simultaneously fail. It is unknown what caused the crash or even why, but what is known is that Bluespace FTL travel has now become suicidally dangerous. Travel into the Bluespace dimension would often see ships disappear permanently, arrive billions of lightyears away from their target destination, or appear absent their crew and hollowed out into drifting space hulks. It is estimated that only one percent of all ships attempting Bluespace FTL arrive at their destination and all ships now must use the former primitive FTL drives, slowing down travel to a snail&#039;s pace. For better or worse, anyone traveling between the Chromin 8 system to Sol Federation space must now spend eight years using the primitive FTL drives. This effectively rendered the colony of Amethyn stranded and cut off from nearly all other empires. This proved a double edged sword, on the one hand the Sol Federation could not pursue them, but on the other hand they could no longer export or import trade goods and needed supplies.&lt;br /&gt;
&lt;br /&gt;
But the troubles did not end there, shortly after communications were cut with the bluespace crash previously hidden factions began to reveal themselves as time went on. The first of which were the Seelie and Unseelie, the plant-like natives to nearby continent of Ysa. Next was the Kriosan Confederacy, a smaller empire that had long contested Sol Federation rule and controlled the nearby sectors. Then the mondkyne, a group of drug addicted sablekyne exiled from their home system, were found in the company of pirates. This group of smugglers had set up a drug production operation on the moon of Amethyn and had been selling their supplies across the galaxy for the last few decades. Lastly there was, separated by oceans, the relatively unknown dust striders and their supposed shamans who seemed uncaring of the various factions now openly known on the planet.&lt;br /&gt;
&lt;br /&gt;
What followed was a scramble to secure the position of their colony from outside forces. The Kriosan Confederacy, unlike the war mongering Sol Federation, noted the system was claimed by the colonists and requested clearance to set up several outposts after brokering for a trade agreement. In exchange for exporting and importing goods to their nearby controlled sectors the Nadezhda would sell them with medical supplies and rare goods from the Seelie, with which the Nadezhda found quick and easy allies with as they joined the colony for a mutually beneficial agreement. Wary of the mondkyne smugglers and pirates the Nadezhda eagerly agreed to allying with both factions to bolster their numbers and defenses. The Blackshield was formed to defend the colony and after a few short years an uneasy peace was forged, though tensions rise and fall as threats come and go.&lt;br /&gt;
&lt;br /&gt;
Internally, the colony has created a stronger bond between each corporation. Cut off from the outside for the last six years, the formerly competitive factions now see working closely together as a requirement for survival. However, most retain their autonomy and desire profit for themselves and their employees to stay ahead of the curve. A merit based system evolved quickly as the day to day challenge of remaining afloat became an ever present concern. Vigilance in keeping threats both foreign and domestic under control and ensuring the safety of families and loved ones are the prime reason the colony still stands united.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now it is the the year of 2651, seven years after the colony departed from Sol Federation space and five years after the Bluespace crash that left them isolated from all but those within the star system of Chromin 8.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Standard Information=&lt;br /&gt;
Here is the basic information that you should look over to get acquainted with the lore, background, and fluff of the Sojourn universe.&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
{{Main|Timeline}}&lt;br /&gt;
For a general overview of when the Big Things happened, check here.&lt;br /&gt;
&lt;br /&gt;
===Laws===&lt;br /&gt;
{{Main|Laws}}&lt;br /&gt;
These are the rules of Nadezhda, and should be followed during your stay on the colony. This is not only for your fellow colonists safety, but for your own as well.&lt;br /&gt;
&lt;br /&gt;
===Nearby Factions===&lt;br /&gt;
{{Main|Neighbors and Factions}}&lt;br /&gt;
Background groups and forces you should probably be aware of.&lt;br /&gt;
&lt;br /&gt;
===Colony Factions===&lt;br /&gt;
{{Main|List of Factions}}&lt;br /&gt;
Eight major groups have come together to form the different departments located within Nadezhda. The Soteria Institute, Artificers Guild, Prospectors, Marshals, Lonestar Shipping Solutions, the Church of Absolute, and the Blackshield. Each are equally as important as the other, and have their roles to play to further the survival of the colony.&lt;br /&gt;
&lt;br /&gt;
===Occupations===&lt;br /&gt;
{{Main|Jobs}}&lt;br /&gt;
Each department has its own occupations located within, each handling the different aspects of the department to make sure it runs smoothly. It is good advice to listen to each faction leader while within their department, and while under their employ.&lt;br /&gt;
&lt;br /&gt;
===Guides===&lt;br /&gt;
{{Main|Guides}}&lt;br /&gt;
Each occupation has different tasks that must be completed within the day. Startup procedures are critical tasks while others are of less priority, but each help make sure that the colony is in perfect working order.&lt;br /&gt;
&lt;br /&gt;
===Species===&lt;br /&gt;
{{Main|Core Species}}&lt;br /&gt;
On your time aboard, you will notice that Nadezhda is a rather inclusive colony and welcomes those from a wide variety of backgrounds and even species. When a people is referred to as a &amp;quot;core species&amp;quot;, this is referring to registered species that represent a large portion of the colonist demographics and generally hail from their own culture and empire. Non-core species are recognized members of the colony but make up a much smaller demographic than within the general population.&lt;br /&gt;
&lt;br /&gt;
===Planet Backgrounds===&lt;br /&gt;
{{Main|Planets}}&lt;br /&gt;
There are various planets that are home to millions, and whilst there are few, a large portion of people have been born on these worlds, if not in space, and were raised on these planets. Due to this, their very bodies will be different in slightly unnoticeable ways to the naked eye.&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=User:Hex&amp;diff=2520</id>
		<title>User:Hex</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=User:Hex&amp;diff=2520"/>
		<updated>2022-04-07T03:56:01Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: Created page with &amp;quot;Smug fucking bastard coder.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Smug fucking bastard coder.&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2511</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2511"/>
		<updated>2022-03-07T06:49:58Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the potential to earn money for both themselves and Lonestar.&lt;br /&gt;
* All transactions done by Lonestar offer a 20% commission from the profit margin to any Lonestar employee facilitating the transaction. Example, a cargo tech sells a crate that cost 500 credits, but was able to negotiate the buyer into paying 1000 credits. The profit is 500 credits, 20% of that (100 credits) is then directly claimable by the employee who managed the transaction.&lt;br /&gt;
* All service members (bartender, chef, and gardener) may charge whatever prices they see fit for their respective services. Employees are &#039;&#039;&#039;recommended&#039;&#039;&#039; to charge above 10 credits but no more than 100 credits per drink or food item depending on the difficulty/challenge of fulfilling said order. Service members do not collect a commission for the sale of drinks and food (this is handled with their hourly wages) but are entitled to the full amount of any tips offered and may pocket it at their discretion.&lt;br /&gt;
* Trade beacons may be used freely by all lonestar employees using their personal accounts for purchasing or selling goods. Lonestar automatically collects a 20% market fee that is directly removed and then added to the Lonestar account whenever an item is sold through the trade beacon. Lonestar has no service charge, nor tax on goods bought through the trade beacon, only goods sold. Cargo technicians and CEOs with access to Lonestars main account are expected to only use the trade beacon to gain a profit for Lonestar if they are using Lonestars main account.&lt;br /&gt;
* Miners receive a 20% commission on all profits generated by the materials they dig up. Since dug up and refined minerals are generally pure profitability, lonestar miners may simply total the complete cost of the materials &#039;&#039;&#039;cargo sale value&#039;&#039;&#039; and request that commission from any CEO or cargo technician (with the proper paperwork). Alternatively, miners may try to sell the materials to fellow colonist themselves at whatever price they negotiate. As with normal commissions, they may take a 20% cut of all profits generated, but are required to keep paperwork detailing who bought what and for how much (if tools and goods are traded in the place of credits, list the tools innate numerical value).&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarily step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
* Treating or handling medical scenarios in the colony whilst Soteria medical is around is not advised, and more frowned upon. &lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around. &lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
** When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
** When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
** If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
** In regards of FBPs and other alien life, a firm understanding of the alien&#039;s biology will help you classify if they are dead or not, specifically in regards of Mycus and Folken. For FBPs, it is situational but if their battery is taken out or if they require specific equipment, then they are considered &#039;dead&#039; for the time being.&lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
# Unless their postmortem says that they&#039;re not to be revived in some manner, it is to be assumed to attempt revival before burying, cremating, or putting them in the morgue.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Marshals and Blackshield ===&lt;br /&gt;
With the truth of Soteria being responsible for the Hivemind&#039;s creation now fully revealed, the Marshals and Blackshield have been given absolute authority to fully stop any experiments that can be considered &#039;dangerous&#039; or &#039;unusual&#039;. Whilst the terms are broad, this does not mean they can shut down any and all experiments, only the ones that pose more danger and consequences for others that are not just the scientists and researchers conducting said experiments. For example, they can shut down experiments with bluespace due to how dangerous it can become, and the incredible instability of bluespace. Trying to push these experiments in disregard of their authority already exercised can result in charges being applied to the persons involved in the experiment.&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Changing Silicon Laws ===&lt;br /&gt;
* In code blue or higher situations no head of staff (barring the CRO) is to enter the AI Upload or AI Core unless accompanied by at least one other head of staff, or at least one officer if no other heads of staff are available. The AI Upload and AI Core are explicitly off-limits to all other personnel.&lt;br /&gt;
* In all other situations, two Heads of Staff are recommended, but not necessary. A chief research overseer and chief biolab overseer are exempt from these rules and may enter at will on all code levels. If both the CRO and CBO agree to modify AI laws they may do so on any code level.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times, failure may result in legal action.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene. As a further note, Marshals and Blackshield can shut down both the genetics lab if issues arise, this also goes for cloning experimentation as well. &lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center. (This specific procedure is no longer valid for the time being)&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate the colony&#039;s [[Laws]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests the warrant must be authorized by either the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. A physical arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out within a reasonable and fashionable amount of time. Failure to have a warrant physically on file within a determined reasonable time, typically described as either by the time the prisoner leaves the brig or at least towards the end of their time, the officer may be fined, charged and/or potentially fired for multiple violations of the colony&#039;s Laws. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
** The Warrant Assist program may be used to place warrants and act upon them; but paperwork should always be done within the aforementioned &#039;reasonable time&#039;. This may vary case to case; such as on lower crimes or fines as either a low timer or no timer at all may be issued. But word of thumb is that an officer should have paperwork for an arrest finished by the time the suspect is leaving the brig after the average duration of a major/exceptional offense timer.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;307. Trespassing in these areas is covered under &amp;amp;sect;309 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Marshal Armory ===&lt;br /&gt;
The Marshal armory is divided into two sections - the public shop area and the storage area. Everything in the room behind the shop is the storage area. The shop has two sections, the secure area behind the windows that allows access to the display cases and front-room storage, and that of the public area in front of the desk and on the non-windoor side of the display cases. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities there. Behind the desk is considered, similar to the armory, a secure area.&lt;br /&gt;
* In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant may have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications such as abuse of powers, grand trespass or other charges that may be levied.&lt;br /&gt;
* In case of a weapon request from Marshals/Blackshield, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
* In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made. Any loans to the individual Marshals or the Blackshield department should likewise be recorded on a receipt for record-keeping purposes.&lt;br /&gt;
* If no Supply Specialist is present or available, the rank order of ownership goes to the Warrant Officer. If no Warrant Officer is present a CO, Sergeant or Premier may access the armory but only in exceptional situations; such as the need to arm other Marshals in an emergency situation. The marshal armory is not a play-thing.&lt;br /&gt;
* Under normal circumstances no equipment should be handed out for free to non-marshal department staff.&lt;br /&gt;
* In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Marshal officers first, volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences. Abusing access, authority or carelessly using the resources is a reason for demotion under charges 411 or 508; depending on circumstances.&lt;br /&gt;
* The Department Account is trusted to the Supply Specialist to use, as well as the Warrant Officer and Blackshield CO. All personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
=== Blackshield Armory ===&lt;br /&gt;
Similar to the Marshal armory, the Blackshield armory consists of two parts. The barracks room, containing the lathe and ammo, and the secure armory back room. The front room is considered to be a normal Blackshield room that can be accessed by Blackshield personnel as needed. The secure armory behind the blast doors is the Blackshield armory, being considered a secure room - just as the Marshal armory is.&lt;br /&gt;
* The Blackshield armory can be accessed by both the CO and the Sergeant, holding specialized armaments and ammunition for field actions. This gear is there to be issued when required for combat purposes or in cases of emergency. All gear within it should only be issued to Blackshield personnel and should be returned to the armory at the end of the shift.&lt;br /&gt;
* While the Premier, Marshal WO and Supply Specialist have access to the Blackshield armory they are not to use said access unless in an emergency situation or upon the request of Blackshield personnel over security concerns. Even when accessed by either person the issued equipment may not be issued to anyone but Blackshield personnel. Violation of this can result in either 411 or 508 charges levied against the offender.&lt;br /&gt;
* The Blackshield armory falls under the jurisdiction of the CO. If no CO is present, authority over the Blackshield armory falls to the Sergeant. The CO may also delegate authority over the issuing of gear from the armory to the Sergeant.&lt;br /&gt;
* Equipment from the Blackshield armory may be loaned to the Marshals by a CO with paperwork. All equipment must be returned unless traded for gear of equal value and usage or greater. Otherwise no sales or loans of Blackshield armory gear should occur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The Blackshield is &#039;&#039;&#039;heavily recommended&#039;&#039;&#039; to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances. Furthermore, Blackshield cannot use it as a mining operation area unless for specific rare situations where materials are needed and Lonestar is a) not around or b) unable to provide in a timely manner. Marshals can charge the Blackshield that misuse the Gulag with 301. Demotions might be issued out if it is a continued issue, either by the Commander or the Brigadier.&lt;br /&gt;
* Most importantly, the purpose and jobs of Blackshield are to mainly handle external (At only the gates, perimeter, and beyond those) matters, not internal. Choosing to do Marshal work when there are &#039;&#039;&#039;active&#039;&#039;&#039; Marshals working on said matters is already covered and can result in charges/fines. For Corpsmen and medical, the duties of the Corpsmen are strictly for Blackshield and external situations. Under most circumstances, a Corpsman should not be actively providing medical aid inside of the colony whilst there are medical staff on duty. Appropriate charges/fines can and will be placed, however, if there are no active Marshals to carry that out, then Medical will null the entirety of Blackshield&#039;s right to free treatments, and proceed to thusly charge &#039;&#039;&#039;all&#039;&#039;&#039; of Blackshield. &lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default, it is recommended that there should always at least be one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the colony is not left unguarded in a official capacity. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers. If there is only one overseer active, they have a single vote.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
# When the counsel is calling a vote their must be at lest three heads of staff to be accounted, CBO and CRO count as two heads of staff for this even with their singular vote.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Vector&amp;diff=2510</id>
		<title>Vector</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Vector&amp;diff=2510"/>
		<updated>2022-03-07T06:23:30Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also known as acolytes, the Vector&#039;s role is to provide a variety of support to the crew who need it. You have access to a church garden, the biogenerator, and the Chapel.&lt;br /&gt;
&lt;br /&gt;
=Vectors=&lt;br /&gt;
&#039;&#039;&#039;Nomenclature:&#039;&#039;&#039; Vector has such nomenclature because, geometrically, a Vector is something that has both magnitude and a direction. Vectors have the Magnitude (Having a Cruciform) and a Direction (Upholding the Absolute will)&lt;br /&gt;
&lt;br /&gt;
Vectors are the clergymen, important members of the church with a variety of ways that allow them to provide support to the colony. From their beginning, all vectors have the same starting point, which is the result of the fact that there is no nepotism in the church of the absolute, since all church members must starts as Co-Initial vectors some day in their lives, growing in the hierarchy only with effort and experience alone.&lt;br /&gt;
&lt;br /&gt;
Vectors are supposed to teach the religion&#039;s doctrines, practices and rituals to the faithful and unfaithful alike. Vectors are not only a hierarchy of itself, but are fragmented into their very own hierarchy following the chain-of-sigil that mostly shows their experience as a Vector. It&#039;s considered something of high respectability since the church of the absolute does not provide these badges without the vector being considered worthy of having more duties, more ownership, trust, and capabilities to vote for a new preacher on the lower colonies. An exception to the rule, however, is upon the surface as the conditions and stress instead require vectors act on merit more than rank. While vectors can be apart of different divisions of the church, be they paths or otherwise, all follow a similar chain of sigil unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
* Co-Initial Vector (Newcomer)&lt;br /&gt;
* Equal Vector (Practiced)&lt;br /&gt;
* Unit Vector (Versed)&lt;br /&gt;
* Collinear Vector (Long-serving)&lt;br /&gt;
&lt;br /&gt;
===Co-Initial Vectors===&lt;br /&gt;
Co-Initial is a title and sigil given to the third degree of the Order of the Sacrament, belonging to the Church of the Absolute. Co-Initials are novice vectors, normally recently baptized, who are in charge of carrying out the menial services of the ministry of the Absolute, ceasing to be a simple layman and belonging to the clergy group. One Co-Initial Vector must have at their side more experienced vectors to help them in learning about their task, which must be the first and foremost course of action. It is recommended for the Co-Initial Vectors to avoid attempting to gather biomass from hunting in the maintenance, instead, collecting the biomass from the public garden instead, allowing the novice to get used to the less dangerous methods. Co-Initials are not expected to take on arms and might yet not be trained, and are not expected to uphold any type of ceremony, but they are now allowed to study theology for free in the Absolute’s temples, which will provide them chances to rise in experience and rank. It is not uncommon to see them with Vinculum Cruciform, the cruciform normally given to the ones who are yet to know which path they may follow. If someone asks a Co-Initial Vector about what the church stands for, the vector may prefer to tell said person that he is still a novice and guide them to ask said questions to a more experienced Vector instead. The Sigil of the Co-Initial Vector is leathery badge of a ampersand&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Unit Vector===&lt;br /&gt;
Unit Vector is a title and sigil given to the second degree of the Order of the Sacrament belonging to the church of the Absolute. Unit Vectors are experienced vectors who are in charge of menial and spiritual services of the ministry of the absolute. One Unit Vector must always keep secrets of the ones who confess their sin, unless said sin is an exceptional offense under the colony’s law. These are the ones who assist in service projects and welfare assignments from the Prime more actively and watch over the church and act as standing ministers, while being involved in missionary efforts, pass the sacrament, gather fast offerings and bless the church with their litanies and a lit censer.&lt;br /&gt;
They may deliver sermons or public explanations of sacred doctrines, most of the time in the church or in the colony. The public explanations may not necessarily be religious, but must have components with moral or social worldview, or philosophy. Unit Vectors are authorized by the church to perform major religious functions such as weddings, baptisms and funerals beyond providing only spiritual guidance to the community. During times of crisis, Unit Vectors are supposed to take on arms and prepare themselves to fight anything that may be attempting to harm the church or the colony, and they may be tasked to clean up the maintenance from roach or spider menace, preferably in groups. They may or may not have spent any years studying theology in a temple, it depends mostly on the experience collected working as a Vector, reading the ritual book and getting to understand other vectors by speaking with them is enough, with time, to be rewarded with a Unit Vector Sigil. The Unit Vector’s sigil is a copper badge with a symbol of a line integral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equal Vector===&lt;br /&gt;
Equal Vector is a title and Sigil given to the first degree of the Order of the Sacrament belonging to the Church of the Absolute, they are sometimes named “Teachers” (Magisters), Equal Vectors are most of the time seen as a sign of relief for less experienced vectors that may hold questions about their duties or desires to seek explanations about their beliefs. Equal Vectors are the ones who assists the primes with general administrative service and establishment of new local churches, keeping records required by civil or church law, planning and conduct services of public worship, encourage others to be more theocentric, research and study religious scripture or theology and portray it to others, supervise prayer and discussion groups, retreats and seminars while providing religious instructions and training for the new vectors of the church. When designed to provide last rites, they are not only encouraged to administer such a thing but chosen to do so. The Equal Vectors give specific instructions during rituals as the prime is busy with their litany to properly put the newer vectors in line to better feel the brotherhood connection.&lt;br /&gt;
&lt;br /&gt;
During times of conflict, the Equal Vector is supposed to guide and enforce organization upon their followers to properly keep a battle formation to avoid friendly fire and ensure each Vector is not ill-equipped or ill-prepared to stand and fight, warning them to properly get suited up or straight out denying the participation of the Vector in case they’d only cause issues. During times of peace, an Equal Vector may provide teaching and training to a following Vector on the ways of combat or explain what each Church weaponry does and how to properly use their construction litanies or any litanies in an overall. The Equal Vector is a disciplinary figure as much as the Prime is, and EVEN have enough respect to discipline the prime if needed and with a reason. The Equal Vector’s sigil silver badge has the symbol of a divergence operator.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Collinear Vector===&lt;br /&gt;
Collinear Vector is a title and Sigil given to the Infinite degree of the Order of the Sacrament belonging to the Church of the Absolute. The ones allowed to perform all seven sacraments, being the Baptism, confirmation, eucharist, penance, anointing the sick, marriage and holy orders, in fact the Collinear Vectors are so influential they may create their own holy orders if they have enough followers to take part of it, most of the time said Collinear Vectors may uphold monastic orders with intentions of cleansing the planet from manifested sins, often calling up arms to hunt down any hivemind infestations in the surface world or besieging deep maintenance against the psionic menace. Collinear Vectors may not be more powerful than their primes on the surface of the Colony, but on the lower colonies they are indeed more influential with non-public domains given by the church to enforce their needs. Their most solemn responsibility is to elect a Vector to become a Prime when there is need to have one, with four Collinear Vectors voting for a new vector to be chosen as Prime, something of high responsibility. The day-of-day governance is in the hands of the Collinear Vectors and they participate in formal meetings called consistories. Beyond these duties, Collinear has Equal Vector’s powers and beyond, being able to select an area to make a new church if needed and with enough funds to do so, skipping major parts of the bureaucracy needed with the exception of the ownership of the land. To become a Collinear Vector, one MUST have finished six years of temple study, that often means that a Collinear Vector was either already studying theology when he came to the colony, or already finished studying. The Collinear Vector’s sigil golden badge has the symbol of the infinite on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vectors Duties==&lt;br /&gt;
Each Vectors is free to invent the details of their rituals but should follow the directions of the prime for day to day operations. They might take efforts into showing lines from the Ritual Book to express their words.&lt;br /&gt;
&lt;br /&gt;
1. Biomatter Collection: Biomatter is undeniably the most important material that the church can make, the barebones of their equipments, clothes, medicine and melee weapons and because of that, must be produced by their vectors. Biomatter can be collected by growing food and collecting bodies of dead insects and animals to fuel the bioreactor, biogenerator, bioprinter and wall obelisks. One can interact with other factions by attempting to buy monkey cubes or getting insect corpses from prospectors.&lt;br /&gt;
&lt;br /&gt;
2. Console and provide aid to any colonist seeking help, be it in personal matters or matters of faith. You are allowed to use your cruciform for helping the faithful and unfaithful alike. &lt;br /&gt;
&lt;br /&gt;
3. Perform rituals in a group, help and incentivize your prime into making a ceremony. Stay with your eyes on the calendar - it might provide you with knowledge of what ceremony you can do, when the day falls for it.&lt;br /&gt;
&lt;br /&gt;
4. Critter Extermination: The pests from the maintenance must be cleansed as they are products of the colony&#039;s lack of responsibilities and reproduce as fast as they can eat. Spiders and Roaches are the main origin of human harm each shift and because of that, must keep the numbers of pests low. Breaking down burrows is one of the ways to provide the colony proper protection against such a pest, besides being a good way to gather biomatter as their corpses are more valuable than plants, and when butchered it becomes easier to transport.&lt;br /&gt;
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5. Follow your Rite and your Benediction to heart. If you are unsure what Path you desire, have no path until you are ready. There is no shame in uncertainty, but there is shame in lying to yourself. The lower colony temple can change the path and protocols to a cruciform safely without removing it, but changing paths is often a difficult and lengthy process, one should only ever take upon themselves a new path with a good reason.&lt;br /&gt;
&lt;br /&gt;
6. Provide spiritual guidance to the masses, bewildered or not. Exceptions are made to the wicked and hostile, however.&lt;br /&gt;
&lt;br /&gt;
== The Church of the Absolute ==&lt;br /&gt;
The Church of the Absolute follows a very simple and specific set of rules that all Primes and Vectors are expected to follow and adhere to. The Absolute views all religions and all paths as variables headed to one specific end and that all people, knowingly or unknowingly, will follow this path. The founder of the church, Augustine Browne, described the idea using numbers in that if one were to count forward or backwards you would eventually find both the beginning and the end. She described this beginning number and end number as God, the Alpha and Omega, the Beginning and the End, and likened the sequence of numbers to time. From the progress of time one would always, no matter their choices or interpretations, come to an end and stand before God.&lt;br /&gt;
&lt;br /&gt;
This core belief that all paths end in the same place has lead the Absolute to see all other faiths as fractals of themselves. Each faith, its interpretations, and its word for God is merely a lower number in the sequence that will eventually lead them to their final destination. Because of this the church is open to all faiths and is considered non-denominational in essence. Those that lack a cruciform and have not joined the church fully are called &#039;fractals&#039; while those who have a cruciform and actively aid the church are known as Vectors. Those who lead the flock are known as Primes.&lt;br /&gt;
&lt;br /&gt;
Due to their non-denominational stance the day to day tasks and operations of the church are subject to the Prime and have a very open approach on how they conduct themselves, the only absolute &amp;lt;s&amp;gt;hah&amp;lt;/s&amp;gt; expectations shared between them are as follows:&lt;br /&gt;
* Full members of the church must have a cruciform installed.&lt;br /&gt;
* The church is expected to provide free food and drink, generally that which is produced by the garden, to all who ask.&lt;br /&gt;
* All members of the church are expected to provide aid, within reason, to those who request it. Be it through the use of their cruciform or their works.&lt;br /&gt;
* The biogenerator must be kept powered at all times.&lt;br /&gt;
&lt;br /&gt;
Though it is not required, members of the church are encouraged to volunteer in other departments and aid them however possible and while its allowed its discouraged to help the Soteria. Members of the church may work fully in other departments but as per an agreement by all heads of staff but may not work as heads of staff in other departments.&lt;br /&gt;
&lt;br /&gt;
Regarding the installation of the Devout upgrade. It shouldn&#039;t be given out to anyone who isn&#039;t a vector or prime normally, special circumstances like a code red scenario that doesn&#039;t warrant a crusader upgrade could be valid, but under normal procedure it shouldn&#039;t be given out for free. Also, in such scenarios, it is still up to the prime/vector doing the upgrade to decide whether the individual deserves the extra power and litanys. There is a reason why it is given to only the church roles instead of everybody with a cruciform.&lt;br /&gt;
&lt;br /&gt;
=== Background Information ===&lt;br /&gt;
The Church of the Absolute is considered by the Sol Federation a cult in possession of stolen technology. The original creator of the cruciform and founder of the church, Augustine Browne, was once a member of the Soteria Institute and tells her Primes and Vectors that the discovery of the technology allowed her to see a glimpse into the truth of all faiths. During their exodus to the colony on the outer fringes of space, they sustained heavy losses as SolFed police forces attempted to apprehend them.&lt;br /&gt;
&lt;br /&gt;
The function and use of the cruciform is still a mystery, even to the Prime, but what is known is that it can only be charged through the use of an active biogenerator. How the cruciform applies its fantastical abilities is a subject of speculation, in particular to the baffled Soteria Institute.&lt;br /&gt;
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== Propitiating the Gods ==&lt;br /&gt;
The pray command is like an adminhelp, but is in character, and should be worded deferentially (e.g. &amp;quot;Oh Great and Wise Absolute, please grant your humble servant...). It is advised that you only pray later in the round; the Absolute has a habit of ignoring early prayers. &lt;br /&gt;
&lt;br /&gt;
Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really [[Actor|your]] style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. The Absolute is a fickle being. Nobody knows what they are going to do next in their great design.&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
=== Your Book ===&lt;br /&gt;
You begin the shift with a ritual book that can provide a good resource of knowledge and is highly valuable for both your rituals and in using your cruciform. Keep it with you and safe at all times.&lt;br /&gt;
&lt;br /&gt;
=== Ritual Knife ===&lt;br /&gt;
An odd item that is used in rituals to install a cruciform and induct someone into the church.&lt;br /&gt;
&lt;br /&gt;
==Heresy and Excommunication==&lt;br /&gt;
Despite the open nature of the church their are things you specifically should not do and if caught doing so you will be demoted to Vector permanently or excommunicated from the church entirely. The only person capable of giving judgement on charges of heresy or excommunication is Augustine Browne herself.&lt;br /&gt;
* &#039;&#039;&#039;Heresy&#039;&#039;&#039; - Heresy is the act of installing a cruciform into an unwilling person or installing a cruciform in a person who isn&#039;t allowed to have one such as a criminal or non-faithful. Punishment is excommunication.&lt;br /&gt;
* &#039;&#039;&#039;Abuse of Power&#039;&#039;&#039; - This involves using their cruciform on others only when it benefits the user or using their position to command unreasonable or degenerative acts as arbitrated by Augustine. Punishment is normally permanent demotion to Vector but may result in excommunication by discretion.&lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039; - This covers selling or benefiting from installing a cruciform on someone through some form of compensation and will result in excommunication of both the Prime and buyer.&lt;br /&gt;
* &#039;&#039;&#039;Tampering with a cruciform&#039;&#039;&#039; - This covers modifying a cruciform or allowing another person to modify a cruciform. This changes to excommunication if anyone within the Soteria is allowed to study or modify a cruciform.&lt;br /&gt;
* &#039;&#039;&#039;Committing a Exceptional Offenses or higher&#039;&#039;&#039; - Any Prime or Vector found convicted of a red paragraph crime will be excommunicated as a result as per agreement between faction owners. &#039;&#039;&#039;This is non-negotiable and cannot be overridden, even by Augustine herself.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Crusader Protocol==&lt;br /&gt;
The church has few enemies and while it maintains a small armory is does not generally need weaponry. There is one exception to this rule and that is the crusader protocol. The church has long since viewed the techno-organic virus known as the &amp;quot;Hivemind&amp;quot; as a corruption and completely heretical creation that must be destroyed at all costs. When the detection of a hivemind entity has been discovered on the colony any Prime or Vector may pray for their crusader protocol to activate. If the threat is deemed strong enough it may, flooding the users body with combat stimulants and enhancing their fighting capability temporarily for a few hours. In addition a crusader active church member is given a special prayer that will summon an energy sword, energy shield, and a suit of armor. In some rare cases a church member may have their crusader protocol activate even when a hivemind is not around, such as when a serious code red or code delta scenario is triggered.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Vector&amp;diff=2509</id>
		<title>Vector</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Vector&amp;diff=2509"/>
		<updated>2022-03-07T06:23:12Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also known as acolytes, the Vector&#039;s role is to provide a variety of support to the crew who need it. You have access to a church garden, the biogenerator, and the Chapel.&lt;br /&gt;
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=Vectors=&lt;br /&gt;
&#039;&#039;&#039;Nomenclature:&#039;&#039;&#039; Vector has such nomenclature because, geometrically, a Vector is something that has both magnitude and a direction. Vectors have the Magnitude (Having a Cruciform) and a Direction (Upholding the Absolute will)&lt;br /&gt;
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Vectors are the clergymen, important members of the church with a variety of ways that allow them to provide support to the colony. From their beginning, all vectors have the same starting point, which is the result of the fact that there is no nepotism in the church of the absolute, since all church members must starts as Co-Initial vectors some day in their lives, growing in the hierarchy only with effort and experience alone.&lt;br /&gt;
&lt;br /&gt;
Vectors are supposed to teach the religion&#039;s doctrines, practices and rituals to the faithful and unfaithful alike. Vectors are not only a hierarchy of itself, but are fragmented into their very own hierarchy following the chain-of-sigil that mostly shows their experience as a Vector. It&#039;s considered something of high respectability since the church of the absolute does not provide these badges without the vector being considered worthy of having more duties, more ownership, trust, and capabilities to vote for a new preacher on the lower colonies. An exception to the rule, however, is upon the surface as the conditions and stress instead require vectors act on merit more than rank. While vectors can be apart of different divisions of the church, be they paths or otherwise, all follow a similar chain of sigil unless otherwise noted.&lt;br /&gt;
&lt;br /&gt;
* Co-Initial Vector (Newcomer)&lt;br /&gt;
* Equal Vector (Practiced)&lt;br /&gt;
* Unit Vector (Versed)&lt;br /&gt;
* Collinear Vector (Long-serving)&lt;br /&gt;
&lt;br /&gt;
===Co-Initial Vectors===&lt;br /&gt;
Co-Initial is a title and sigil given to the third degree of the Order of the Sacrament, belonging to the Church of the Absolute. Co-Initials are novice vectors, normally recently baptized, who are in charge of carrying out the menial services of the ministry of the Absolute, ceasing to be a simple layman and belonging to the clergy group. One Co-Initial Vector must have at their side more experienced vectors to help them in learning about their task, which must be the first and foremost course of action. It is recommended for the Co-Initial Vectors to avoid attempting to gather biomass from hunting in the maintenance, instead, collecting the biomass from the public garden instead, allowing the novice to get used to the less dangerous methods. Co-Initials are not expected to take on arms and might yet not be trained, and are not expected to uphold any type of ceremony, but they are now allowed to study theology for free in the Absolute’s temples, which will provide them chances to rise in experience and rank. It is not uncommon to see them with Vinculum Cruciform, the cruciform normally given to the ones who are yet to know which path they may follow. If someone asks a Co-Initial Vector about what the church stands for, the vector may prefer to tell said person that he is still a novice and guide them to ask said questions to a more experienced Vector instead. The Sigil of the Co-Initial Vector is leathery badge of a ampersand&lt;br /&gt;
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===Unit Vector===&lt;br /&gt;
Unit Vector is a title and sigil given to the second degree of the Order of the Sacrament belonging to the church of the Absolute. Unit Vectors are experienced vectors who are in charge of menial and spiritual services of the ministry of the absolute. One Unit Vector must always keep secrets of the ones who confess their sin, unless said sin is an exceptional offense under the colony’s law. These are the ones who assist in service projects and welfare assignments from the Prime more actively and watch over the church and act as standing ministers, while being involved in missionary efforts, pass the sacrament, gather fast offerings and bless the church with their litanies and a lit censer.&lt;br /&gt;
They may deliver sermons or public explanations of sacred doctrines, most of the time in the church or in the colony. The public explanations may not necessarily be religious, but must have components with moral or social worldview, or philosophy. Unit Vectors are authorized by the church to perform major religious functions such as weddings, baptisms and funerals beyond providing only spiritual guidance to the community. During times of crisis, Unit Vectors are supposed to take on arms and prepare themselves to fight anything that may be attempting to harm the church or the colony, and they may be tasked to clean up the maintenance from roach or spider menace, preferably in groups. They may or may not have spent any years studying theology in a temple, it depends mostly on the experience collected working as a Vector, reading the ritual book and getting to understand other vectors by speaking with them is enough, with time, to be rewarded with a Unit Vector Sigil. The Unit Vector’s sigil is a copper badge with a symbol of a line integral&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Equal Vector===&lt;br /&gt;
Equal Vector is a title and Sigil given to the first degree of the Order of the Sacrament belonging to the Church of the Absolute, they are sometimes named “Teachers” (Magisters), Equal Vectors are most of the time seen as a sign of relief for less experienced vectors that may hold questions about their duties or desires to seek explanations about their beliefs. Equal Vectors are the ones who assists the primes with general administrative service and establishment of new local churches, keeping records required by civil or church law, planning and conduct services of public worship, encourage others to be more theocentric, research and study religious scripture or theology and portray it to others, supervise prayer and discussion groups, retreats and seminars while providing religious instructions and training for the new vectors of the church. When designed to provide last rites, they are not only encouraged to administer such a thing but chosen to do so. The Equal Vectors give specific instructions during rituals as the prime is busy with their litany to properly put the newer vectors in line to better feel the brotherhood connection.&lt;br /&gt;
&lt;br /&gt;
During times of conflict, the Equal Vector is supposed to guide and enforce organization upon their followers to properly keep a battle formation to avoid friendly fire and ensure each Vector is not ill-equipped or ill-prepared to stand and fight, warning them to properly get suited up or straight out denying the participation of the Vector in case they’d only cause issues. During times of peace, an Equal Vector may provide teaching and training to a following Vector on the ways of combat or explain what each Church weaponry does and how to properly use their construction litanies or any litanies in an overall. The Equal Vector is a disciplinary figure as much as the Prime is, and EVEN have enough respect to discipline the prime if needed and with a reason. The Equal Vector’s sigil silver badge has the symbol of a divergence operator.&lt;br /&gt;
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&lt;br /&gt;
===Collinear Vector===&lt;br /&gt;
Collinear Vector is a title and Sigil given to the Infinite degree of the Order of the Sacrament belonging to the Church of the Absolute. The ones allowed to perform all seven sacraments, being the Baptism, confirmation, eucharist, penance, anointing the sick, marriage and holy orders, in fact the Collinear Vectors are so influential they may create their own holy orders if they have enough followers to take part of it, most of the time said Collinear Vectors may uphold monastic orders with intentions of cleansing the planet from manifested sins, often calling up arms to hunt down any hivemind infestations in the surface world or besieging deep maintenance against the psionic menace. Collinear Vectors may not be more powerful than their primes on the surface of the Colony, but on the lower colonies they are indeed more influential with non-public domains given by the church to enforce their needs. Their most solemn responsibility is to elect a Vector to become a Prime when there is need to have one, with four Collinear Vectors voting for a new vector to be chosen as Prime, something of high responsibility. The day-of-day governance is in the hands of the Collinear Vectors and they participate in formal meetings called consistories. Beyond these duties, Collinear has Equal Vector’s powers and beyond, being able to select an area to make a new church if needed and with enough funds to do so, skipping major parts of the bureaucracy needed with the exception of the ownership of the land. To become a Collinear Vector, one MUST have finished six years of temple study, that often means that a Collinear Vector was either already studying theology when he came to the colony, or already finished studying. The Collinear Vector’s sigil golden badge has the symbol of the infinite on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Vectors Duties==&lt;br /&gt;
Each Vectors is free to invent the details of their rituals but should follow the directions of the prime for day to day operations. They might take efforts into showing lines from the Ritual Book to express their words.&lt;br /&gt;
1. Biomatter Collection: Biomatter is undeniably the most important material that the church can make, the barebones of their equipments, clothes, medicine and melee weapons and because of that, must be produced by their vectors. Biomatter can be collected by growing food and collecting bodies of dead insects and animals to fuel the bioreactor, biogenerator, bioprinter and wall obelisks. One can interact with other factions by attempting to buy monkey cubes or getting insect corpses from prospectors.&lt;br /&gt;
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2. Console and provide aid to any colonist seeking help, be it in personal matters or matters of faith. You are allowed to use your cruciform for helping the faithful and unfaithful alike. &lt;br /&gt;
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3. Perform rituals in a group, help and incentivize your prime into making a ceremony. Stay with your eyes on the calendar - it might provide you with knowledge of what ceremony you can do, when the day falls for it.&lt;br /&gt;
&lt;br /&gt;
4. Critter Extermination: The pests from the maintenance must be cleansed as they are products of the colony&#039;s lack of responsibilities and reproduce as fast as they can eat. Spiders and Roaches are the main origin of human harm each shift and because of that, must keep the numbers of pests low. Breaking down burrows is one of the ways to provide the colony proper protection against such a pest, besides being a good way to gather biomatter as their corpses are more valuable than plants, and when butchered it becomes easier to transport.&lt;br /&gt;
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5. Follow your Rite and your Benediction to heart. If you are unsure what Path you desire, have no path until you are ready. There is no shame in uncertainty, but there is shame in lying to yourself. The lower colony temple can change the path and protocols to a cruciform safely without removing it, but changing paths is often a difficult and lengthy process, one should only ever take upon themselves a new path with a good reason.&lt;br /&gt;
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6. Provide spiritual guidance to the masses, bewildered or not. Exceptions are made to the wicked and hostile, however.&lt;br /&gt;
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== The Church of the Absolute ==&lt;br /&gt;
The Church of the Absolute follows a very simple and specific set of rules that all Primes and Vectors are expected to follow and adhere to. The Absolute views all religions and all paths as variables headed to one specific end and that all people, knowingly or unknowingly, will follow this path. The founder of the church, Augustine Browne, described the idea using numbers in that if one were to count forward or backwards you would eventually find both the beginning and the end. She described this beginning number and end number as God, the Alpha and Omega, the Beginning and the End, and likened the sequence of numbers to time. From the progress of time one would always, no matter their choices or interpretations, come to an end and stand before God.&lt;br /&gt;
&lt;br /&gt;
This core belief that all paths end in the same place has lead the Absolute to see all other faiths as fractals of themselves. Each faith, its interpretations, and its word for God is merely a lower number in the sequence that will eventually lead them to their final destination. Because of this the church is open to all faiths and is considered non-denominational in essence. Those that lack a cruciform and have not joined the church fully are called &#039;fractals&#039; while those who have a cruciform and actively aid the church are known as Vectors. Those who lead the flock are known as Primes.&lt;br /&gt;
&lt;br /&gt;
Due to their non-denominational stance the day to day tasks and operations of the church are subject to the Prime and have a very open approach on how they conduct themselves, the only absolute &amp;lt;s&amp;gt;hah&amp;lt;/s&amp;gt; expectations shared between them are as follows:&lt;br /&gt;
* Full members of the church must have a cruciform installed.&lt;br /&gt;
* The church is expected to provide free food and drink, generally that which is produced by the garden, to all who ask.&lt;br /&gt;
* All members of the church are expected to provide aid, within reason, to those who request it. Be it through the use of their cruciform or their works.&lt;br /&gt;
* The biogenerator must be kept powered at all times.&lt;br /&gt;
&lt;br /&gt;
Though it is not required, members of the church are encouraged to volunteer in other departments and aid them however possible and while its allowed its discouraged to help the Soteria. Members of the church may work fully in other departments but as per an agreement by all heads of staff but may not work as heads of staff in other departments.&lt;br /&gt;
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Regarding the installation of the Devout upgrade. It shouldn&#039;t be given out to anyone who isn&#039;t a vector or prime normally, special circumstances like a code red scenario that doesn&#039;t warrant a crusader upgrade could be valid, but under normal procedure it shouldn&#039;t be given out for free. Also, in such scenarios, it is still up to the prime/vector doing the upgrade to decide whether the individual deserves the extra power and litanys. There is a reason why it is given to only the church roles instead of everybody with a cruciform.&lt;br /&gt;
&lt;br /&gt;
=== Background Information ===&lt;br /&gt;
The Church of the Absolute is considered by the Sol Federation a cult in possession of stolen technology. The original creator of the cruciform and founder of the church, Augustine Browne, was once a member of the Soteria Institute and tells her Primes and Vectors that the discovery of the technology allowed her to see a glimpse into the truth of all faiths. During their exodus to the colony on the outer fringes of space, they sustained heavy losses as SolFed police forces attempted to apprehend them.&lt;br /&gt;
&lt;br /&gt;
The function and use of the cruciform is still a mystery, even to the Prime, but what is known is that it can only be charged through the use of an active biogenerator. How the cruciform applies its fantastical abilities is a subject of speculation, in particular to the baffled Soteria Institute.&lt;br /&gt;
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== Propitiating the Gods ==&lt;br /&gt;
The pray command is like an adminhelp, but is in character, and should be worded deferentially (e.g. &amp;quot;Oh Great and Wise Absolute, please grant your humble servant...). It is advised that you only pray later in the round; the Absolute has a habit of ignoring early prayers. &lt;br /&gt;
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Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really [[Actor|your]] style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
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Do not expect any prayers to be answered. The Absolute is a fickle being. Nobody knows what they are going to do next in their great design.&lt;br /&gt;
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== Artifacts ==&lt;br /&gt;
=== Your Book ===&lt;br /&gt;
You begin the shift with a ritual book that can provide a good resource of knowledge and is highly valuable for both your rituals and in using your cruciform. Keep it with you and safe at all times.&lt;br /&gt;
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=== Ritual Knife ===&lt;br /&gt;
An odd item that is used in rituals to install a cruciform and induct someone into the church.&lt;br /&gt;
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==Heresy and Excommunication==&lt;br /&gt;
Despite the open nature of the church their are things you specifically should not do and if caught doing so you will be demoted to Vector permanently or excommunicated from the church entirely. The only person capable of giving judgement on charges of heresy or excommunication is Augustine Browne herself.&lt;br /&gt;
* &#039;&#039;&#039;Heresy&#039;&#039;&#039; - Heresy is the act of installing a cruciform into an unwilling person or installing a cruciform in a person who isn&#039;t allowed to have one such as a criminal or non-faithful. Punishment is excommunication.&lt;br /&gt;
* &#039;&#039;&#039;Abuse of Power&#039;&#039;&#039; - This involves using their cruciform on others only when it benefits the user or using their position to command unreasonable or degenerative acts as arbitrated by Augustine. Punishment is normally permanent demotion to Vector but may result in excommunication by discretion.&lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039; - This covers selling or benefiting from installing a cruciform on someone through some form of compensation and will result in excommunication of both the Prime and buyer.&lt;br /&gt;
* &#039;&#039;&#039;Tampering with a cruciform&#039;&#039;&#039; - This covers modifying a cruciform or allowing another person to modify a cruciform. This changes to excommunication if anyone within the Soteria is allowed to study or modify a cruciform.&lt;br /&gt;
* &#039;&#039;&#039;Committing a Exceptional Offenses or higher&#039;&#039;&#039; - Any Prime or Vector found convicted of a red paragraph crime will be excommunicated as a result as per agreement between faction owners. &#039;&#039;&#039;This is non-negotiable and cannot be overridden, even by Augustine herself.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Crusader Protocol==&lt;br /&gt;
The church has few enemies and while it maintains a small armory is does not generally need weaponry. There is one exception to this rule and that is the crusader protocol. The church has long since viewed the techno-organic virus known as the &amp;quot;Hivemind&amp;quot; as a corruption and completely heretical creation that must be destroyed at all costs. When the detection of a hivemind entity has been discovered on the colony any Prime or Vector may pray for their crusader protocol to activate. If the threat is deemed strong enough it may, flooding the users body with combat stimulants and enhancing their fighting capability temporarily for a few hours. In addition a crusader active church member is given a special prayer that will summon an energy sword, energy shield, and a suit of armor. In some rare cases a church member may have their crusader protocol activate even when a hivemind is not around, such as when a serious code red or code delta scenario is triggered.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Prime&amp;diff=2508</id>
		<title>Prime</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Prime&amp;diff=2508"/>
		<updated>2022-03-07T06:22:30Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ImportantJob}}&lt;br /&gt;
Also known as the preacher, the prime&#039;s role is to provide a variety of support to the crew who need it. You have access to a church garden, the biogenerator, and your office from within the chapel.&lt;br /&gt;
&lt;br /&gt;
=Primes=&lt;br /&gt;
&#039;&#039;&#039;Nomenclature:&#039;&#039;&#039; Primes are named like so with relation to Prime numbers for their euclid nature (Euclid&#039;s theorem) and their infinity, just like their path that must never go astray, requiring the most faith, devotion, and fortitude in the face of challenge and adversity.&lt;br /&gt;
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The Prime is an important role entrusted with a position of authority and oversight and is understood as those who possess the full priesthood given by vote done by Collinear Vectors or by Augustine herself, and therefore may ordain other clergy and are given responsibilities by Augustine to govern and sanctify a chapel or monastery. Each chapel or Monastery has at least one or two active primes, and when there is two - the second one is referred as a &amp;quot;Co-Prime&amp;quot;, but said example isn&#039;t what happens to the upper colonies Church of Absolute&#039;s main Chapel, as there is only one prime active on the surface unless something absurdly serious happens that needs more Church presence. All primes are former Vectors.&lt;br /&gt;
The Primes are the only ones that permit ordinations of a cruciform user. Even if someone receives their cruciform and unites their soul to the Axis, if one desires so to be elevated from the Laity-class Vector to the Clergy-class Vector, one must first receive the Ritual of Ordination either on the surface of the colony, or in the lower colonies. The process and ceremonies vary from Prime to Prime, but all must be pure of heart and soul, and must end with the new Vector drinking only a singular gulp of Cahors wine. The ritual often involves handing them a full glass and gauging how much or little they drink as a spiritual test, with only a single sip deemed the most acceptable. These ceremonies require the presence of all active Vectors that will pray for the success of the new brother or sister into the brotherhood.&lt;br /&gt;
&lt;br /&gt;
===Prime===&lt;br /&gt;
* Quartan Prime (Novice)&lt;br /&gt;
* Primorial Prime (Experienced)&lt;br /&gt;
* Fermat Prime. (Advisor)&lt;br /&gt;
&lt;br /&gt;
==Quartan Prime==&lt;br /&gt;
Quartan Primes are initiate Primes responsible for one monasteriy and are not only allowed to perform all seven sacraments, being able to perform the Baptism, confirmation, eucharist, penance, anointing the sick, marriage and holy orders, but supposed to guide the vectors into performing some degree of these sacraments if needed. Quartan Primes may initiate primes, yet they are fully responsible for the monastery they control. The main difference of a monastery and a chapel for the Church of the Absolute is that monastery has ownership of a Prime which has permanent control (until their death), but a chapel follows no law of such, as a Chapel is owned by the Church of Absolute alone and because of that, will constantly receive exchange of Primes each shift. This example is most noticeable for the chapel on the surface area of the Colony.&lt;br /&gt;
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A prime must guide their fellow Vectors and avoid letting them go astray, guiding them along through spoken word and example while administering punishments when required. Quartan Primes are often instrusted with a modicum of the churches coffers, allowing them to spend money as needed or desired if it would aid the church. The Sigil of the Quartan Prime is a buckler with a halberd behind it.&lt;br /&gt;
&lt;br /&gt;
==Primorial Primes==&lt;br /&gt;
Primorial Primes are abundant, well trained and participant Primes. These are the ones that the Church often includes to participate on the day-to-day surface expeditions and political reunions with other head of factions as representative of the Church of Absolute. Primorials Primes must be swift, mentally robust and creative to provide ceremonies to the Colony and be overall work together with their Vectors and never allow them to escape from their gaze, as the Prime is, and must, be not only an authority figure - but an understanding and helpful figure that is present to guide vectors and help them in their day-to-day chores. Primorial Primes are sometimes given control of their own monasteries off world, in other frontier sectors that can range from close by or far away, but often it is rare to meet a prime with such holdings, as they have little reason to be on the colony then. The Sigil of the Primorial Prime is a Golden Shield with two swords behind it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fermat Primes==&lt;br /&gt;
Fermat Primes are the highest hierarchy below Augustine, containing broad political, economical and spiritual influence and chosen by Augustine herself as her trusted advisor, and if one day Augustine&#039;s heartbeat stops, the most respected Fermat Prime will be chosen by vote or by Absolute&#039;s intervention to become the next Cartographer, considering this, the church of the Absolute may be the most organized faction as they expects anything from the future to avoid - to the best of their abilities- the church from becoming fractured in case of a head of faction&#039;s death. Fermat primes often carry a great deal of influence and power within the church, with a select few capable of activating the crusader protocol in others or the apostle protocol for themselves, bolstering cruciforms as required to keep the colony and church safe. Fermat Primes are not often on the colony surface and those that do often neglect to mention their status within the church, seeing such a thing as an action for collinear vectors or other egoist looking to garner influence. The Sigil of the Fermat Prime is a Golden Shield with wings.&lt;br /&gt;
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==Prime Duties==&lt;br /&gt;
Each prime is free to invent the details of their rituals and talk with their Vectors on how to perform them. They may even ask them to hold a weapon with both hand as a ceremonial march, preferably a Carpediem musket since it is a ceremonial weapon.&lt;br /&gt;
&lt;br /&gt;
1. Funerals: You have a stock of coffins you can use for wakes and burials. This may be a rare act of yours considering that Soteria is able to revive corpses in absurd states of harm, yet one or two may either not be able to be revived, or have been executed and marked to not revive, on these cases, the Prime have temporary ownership (for the shift they joined in) of the crematorium.&lt;br /&gt;
&lt;br /&gt;
2. Psychological Care: Not truly necessary anymore considering the existence of the Empath, yet, it is still possible to provide counseling, pharmaceutical remedies, confessions, spiritual and physical guidance. Most colonists rarely if ever will submit to psychological care of their own initiative, and offer to help when someone looks troubled. Prisoners are most often in need of attention.&lt;br /&gt;
&lt;br /&gt;
3. Church services: Give sermons and sing hymns. You&#039;re free to take inspiration from existing practices or create your own, just keep them sane.&lt;br /&gt;
&lt;br /&gt;
4. Cleaning/Charity: You and your vectors have lots of cleaning supplies and the beacon will always need some work. All unused trash at the scrap beacon should always be sent down the trash chutes to be recycled by the Lonestar, as you keep yourself from saying the litanies of Crusade just to seek for a new Hivemind to destroy, to instead declare crusade against dirt and roaches gibs.&lt;br /&gt;
&lt;br /&gt;
5. Guidance Provider: Provide guidance to the faithful and unfaithful alike.&lt;br /&gt;
&lt;br /&gt;
6. Start Ceremonies: One of November? Day of the dead! Remember their loved ones, wear skeleton masks and eat well. Easter day? Celebrate the resurrection of Jesus Christ and make chocolate eggs, and sprinkle the joyful people you like with perfumed water! Hanukkah day? Light candles and eat potato pancakes, sing songs! Day of Obon? Put lit candles in a lantern and put it on the lake outside of the gates and light giant bonfires. It all depends on your creativity and how aware that you are of the calendar.&lt;br /&gt;
&lt;br /&gt;
== The Church of the Absolute ==&lt;br /&gt;
The church of the absolute follows a very simple and specific set of rules that all primes and vectors are expected to follow and adhere to. The absolute views all religions and all paths as variables headed to one specific end and that all people, knowingly or unknowingly, will follow this path. The founder of the church, Augustine Browne, described the idea using numbers in that if one were to count forward or backwards you would eventually find both the beginning and the end. She described this beginning number and end number as god, the alpha and omega, the beginning and the end and likened the sequence of numbers to time. From the progress of time one would always, no matter their choices or interpretations, come to an end that was absolute and stand before god.&lt;br /&gt;
&lt;br /&gt;
This core belief that all paths end in the same place has lead the absolute to see all other faiths as fractals of themselves. Each faith, its interpretations, and its word for god is merely a lower number in the sequence that will eventually lead them to their absolute destination. Because of this the church is open to all faiths and is considered non-denominational in essence. Those that lack a cruciform and have not joined the church fully are called &#039;fractals&#039; while those who have a cruciform and actively aid the church are known as vectors. Those who lead the flock are known as primes.&lt;br /&gt;
&lt;br /&gt;
Due to their non-denominational stance the day to day tasks and operations of the church are subject to the prime and have a very open approach on how they conduct themselves, the only absolute &amp;lt;s&amp;gt;hah&amp;lt;/s&amp;gt; expectations shared between them are as follows:&lt;br /&gt;
* Full members of the church must have a cruciform installed.&lt;br /&gt;
* The church is expected to provide free food and drink, generally that which is produced by the garden, to all who ask.&lt;br /&gt;
* All members of the church are expected to provide aid, within reason, to those who request it. Be it through the use of their cruciform or their works.&lt;br /&gt;
* The biogenerator must be kept powered at all times.&lt;br /&gt;
* The church is encouraged and qualified, though not required, to repair, rebuild, and maintain most complex devices, ranging from simple machines, consoles and airlocks all the way up to exosuits, telecomms, and robots, should there be an absence of willing or able Artificers or Roboticists. They are also qualified to perform surgery, though they typically only perform it for other members of the church unless there are no qualified doctors on-duty.&lt;br /&gt;
* Due to their outdoor location, the solar arrays are most commonly maintained by the Church.&lt;br /&gt;
&lt;br /&gt;
Though it is not required, members of the church are encouraged to volunteer in other departments and aid them however possible and while it&#039;s allowed, it&#039;s discouraged to help the soteria. Members of the church may work fully in other departments but as per an agreement by all heads of staff but may not work as heads of staff in other departments.&lt;br /&gt;
&lt;br /&gt;
Regarding the installation of the Devout upgrade. It shouldn&#039;t be given out to anyone who isn&#039;t a vector or prime normally, special circumstances like a code red scenario that doesn&#039;t warrant a crusader upgrade could be valid, but under normal procedure it shouldn&#039;t be given out for free. Also, in such scenarios, it is still up to the prime/vector doing the upgrade to decide whether the individual deserves the extra power and litanys. There is a reason why it is given to only the church roles instead of everybody with a cruciform.&lt;br /&gt;
&lt;br /&gt;
=== Background Information ===&lt;br /&gt;
The church of the absolute is considered by the Sol Federation a cult in possession of stolen technology. The original creator of the cruciform and founder of the church, Augustine Browne, was once a member of the soteria institute and tells her primes and vectors that the discovery of the technology allowed her to see a glimpse into the truth of all faiths. During their exodus to the colony on the outer fringes of space (the colony), they sustained heavy losses as Solfed police forces attempted to apprehend them.&lt;br /&gt;
&lt;br /&gt;
The function and use of the cruciform is still a mystery, even to the prime, but what is known is that it can only be charged through the use of an active biogenerator. How the cruciform applies its fantastical abilities is a subject of speculation, in particular to the baffled soteria institute.&lt;br /&gt;
&lt;br /&gt;
== Propitiating the Gods ==&lt;br /&gt;
The pray command is like an adminhelp, but is in character, and should be worded deferentially (e.g. &amp;quot;Oh Great and Wise Absolute, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. &lt;br /&gt;
&lt;br /&gt;
Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
== Artifacts ==&lt;br /&gt;
=== Your Book ===&lt;br /&gt;
You begin the shift with a prayer book that can provide a good resource of knowledge and is highly valuable for both your rituals and in using your cruciform. Keep it with you and safe at all times.&lt;br /&gt;
&lt;br /&gt;
=== Ritual Knife ===&lt;br /&gt;
An odd item that is used in rituals to install a cruciform and induct someone into the church.&lt;br /&gt;
&lt;br /&gt;
=== Your Sword ===&lt;br /&gt;
A specially made crusader sword capable of stunning those without cruciforms if used in both hands. It remains in a stone pedestal and comes with its own unique sheathe.&lt;br /&gt;
&lt;br /&gt;
== Church Armory ==&lt;br /&gt;
In addition to a small ritual room in your personal quarters and office you have an armory locked away with several laser rifles, ballistic pistols, and a munitions for both. This armory is strictly for your followers and should only be opened during a code red scenario to defend church grounds or yourselves. Fortunately, in your personal locker is a ballistic pistol and four spare mags for both non-lethal and lethal variety for your own personal protection. Withdrawing ammunition or weapons from the armory at an inappropriate time will result in disciplinary actions taken by the church internally.&lt;br /&gt;
&lt;br /&gt;
==Heresy and Excommunication==&lt;br /&gt;
Despite the open nature of the church their are things you specifically should not do and if caught doing so you will be demoted to vector permanently or excommunicated from the church entirely. The only person capable of giving judgement on charges of heresy or excommunication is Augustine Browne herself.&lt;br /&gt;
* &#039;&#039;&#039;Heresy&#039;&#039;&#039; - Heresy is the act of installing a cruciform into an unwilling person or installing a cruciform in a person who isn&#039;t allowed to have one such as a criminal or non-faithful. Punishment is excommunication.&lt;br /&gt;
* &#039;&#039;&#039;Abuse of Power&#039;&#039;&#039; - This involves using their cruciform on others only when it benefits the user or using their position to command unreasonable or degenerative acts as arbitrated by Augustine. Punishment is normally permanent demotion to vector but may result in excommunication by discretion.&lt;br /&gt;
* &#039;&#039;&#039;Extortion&#039;&#039;&#039; - This covers selling or benefiting from installing a cruciform on someone through some form of compensation and will result in excommunication of both the prime and buyer.&lt;br /&gt;
* &#039;&#039;&#039;Tampering with a cruciform&#039;&#039;&#039; - This covers modifying a cruciform or allowing another person to modify a cruciform. This changes to excommunication if anyone within the soteria is allowed to study or modify a cruciform.&lt;br /&gt;
* &#039;&#039;&#039;Committing a Exceptional Offenses or higher&#039;&#039;&#039; - Any prime or vector found convicted of a red paragraph crime will be excommunicated as a result as per agreement between faction owners. &#039;&#039;&#039;This is non-negotiable and cannot be overridden, even by Augustine herself.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Crusader Protocol==&lt;br /&gt;
The church has few enemies and while it maintains a small armory is does not generally need weaponry. There is one exception to this rule and that is the crusader protocol. The church has long since viewed the techno-organic virus known as the &amp;quot;Hivemind&amp;quot; as a corruption and completely heretical creation that must be destroyed at all costs. When the detection of a hivemind entity has been discovered on the colony any prime or vector may pray for their crusader protocol to activate. If the threat is deemed strong enough it may, flooding the users body with combat stimulants and enhancing their fighting capability temporarily for a few hours. In addition a crusader active church member is given a special prayer that will summon an energy sword, energy shield, and a suit of armor. In some rare cases a church member may have their crusader protocol activate even when a hivemind is not around, such as when a serious code red or code delta scenario is triggered.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Objectionable Technology===&lt;br /&gt;
Certain developments of technology are designed to benefit the colony but there appearance can be uncomfortable to the unlearned colonist. As such, any designs or disks found in the primes locker should be kept discrete, along with the devices they may create. Failure to do so can and will result in a prime&#039;s demotion to vector permanently.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2436</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2436"/>
		<updated>2022-02-03T16:37:09Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Red paragraph crimes may not, for any reason, be dropped barring a determination of no wrongdoing from the Warrant Officer or Ranger after an investigation, or a pardon from the Provost Marshal. This means that should a victim die to an accidental death, or an intentional one, the victim may not drop charges, as such charges are a threat to the colony itself and not just the victim. Red paragraph crimes includes &amp;quot;Exceptional&amp;quot; and &amp;quot;Capitol&amp;quot; offenses.&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Addendum: Should the Warrant Officer or Ranger be found to be abusing the authority they possess, they should be charged following steps detailed for arresting heads of staff, or in criminal laws respectively. Falsifying evidence to prosecute a colonist falls under criminal acts that are determined based upon the extent.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc. This also goes for fines.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any Moderate or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039;&lt;br /&gt;
|For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. &lt;br /&gt;
|This refers to either the colony AI or the colony cyborgs. In the instance that they have committed a crime, Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested. Cyborgs can have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. The same goes for the AI, however, a warrant is specifically required to enter its core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. However, if it is found that these actions were done with bad evidence or in bad faith, the Marshals responsible will be charged with §203 (Illegal Detention, Arrest or Holding), with possible demotion.&lt;br /&gt;
&lt;br /&gt;
As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Genetic Enhancements&#039;&#039;&#039;&lt;br /&gt;
|To utilize any genetic enhancement to commit a crime of any kind. Note, in regards of some enhancements, the person must use them in aid of a crime, not simply be genetically enhanced or capable of using key genetic enhancements.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a genetically enhanced individual used their capabilities, unless said capabilities were passively running. However, due to the nature of genetic splicing being easy to remove with mutagenic purgers from Soteria, hard evidence is not required, albeit Soteria should have provided information that said individual was enhanced in a timely manner. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the individual would be HuT&#039;d, it is highly encouraged to have their enhancements removed via mutagenic purger. A enhanced individual using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their genetic enhancements are to be removed immediately. Furthermore, the individual can be barred from Soteria genetics as a result of this modifier for the shift. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
| -&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who purposefully brandish weapons, such as held in their hands or at the ready, near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;316&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;411&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see §203 (Illegal Detention, Arrest or Holding).&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Lethal Firearm&#039;&#039;&#039;: A gun loaded or set to a fire mode that&#039;s main purpose is to inflict damage to put someone into a critical conduction and or kill. Rubbers when shot out of a gun that has mods to inflict additional damage onto the bullet itself automatically count as lethal.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Perks&amp;diff=2402</id>
		<title>Perks</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Perks&amp;diff=2402"/>
		<updated>2021-12-31T04:57:29Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039; are special attributes that are gained or lost through your [[Jobs|Job]], your [[Character Creation|background]], or through [[Sanity#Oddities|assorted]] circumstances. Most of these are permanent, so it may be worth your while to decide what type of overall character you&#039;d like before going after some of these.&lt;br /&gt;
&lt;br /&gt;
== Perk Listing ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Source&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Racial Perks&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Last Stand&#039;&#039;&#039;&lt;br /&gt;
|On-demand pain relief. 15m cooldown.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Plated&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brawny Build&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity to all mobs when walking.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Sudden Brilliance&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG/BIO boost, 25m cooldown.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Inspired Intellect&#039;&#039;&#039;&lt;br /&gt;
|Gain inspiration much faster.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Adapted Nervous System&#039;&#039;&#039;&lt;br /&gt;
|Increased NSA and cannot become addicted.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tenacity&#039;&#039;&#039;&lt;br /&gt;
|On-demand mild heal and painkiller, 15m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guts and Glory&#039;&#039;&#039;&lt;br /&gt;
|On-demand organ heal, 30m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Battlecry&#039;&#039;&#039;&lt;br /&gt;
|Temporary combat stat boost to everyone within hearing range.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enhance Senses&#039;&#039;&#039;&lt;br /&gt;
|TGH/VIG boost and can see within the darkness for a short amount of time, 15m cooldown.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instinctual Skill&#039;&#039;&#039;&lt;br /&gt;
|Can use most ranged weapons in one hand with no penalties.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reckless Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Massive TGH/ROB boost, Massive COG/VIG/MCH/BIO decrease, 15m cooldown.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Flesh&#039;&#039;&#039;&lt;br /&gt;
|Will never have bullets or objects embed into your body.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Burst&#039;&#039;&#039;&lt;br /&gt;
|Movement speed boost, 15m cooldown.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydration Reliance&#039;&#039;&#039;&lt;br /&gt;
|Drinking water heals you slowly over time.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Born Warrior&#039;&#039;&#039;&lt;br /&gt;
|Proficient with melee weapons, they never embed in a enemy.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purge Toxins&#039;&#039;&#039;&lt;br /&gt;
|On-demand toxins and addictions cleanse, 15m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uncanny Resilience&#039;&#039;&#039;&lt;br /&gt;
|On-demand infection heal/stabilizer, 30m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Second Skin&#039;&#039;&#039;&lt;br /&gt;
|No slow down from wearing heavy armor, and can instantly put it on or take it off.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Circuit&#039;&#039;&#039;&lt;br /&gt;
|Acquire a turret circuit that then be turned into a turret. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Patch Kit&#039;&#039;&#039;&lt;br /&gt;
|Personnel IFAK. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Tools&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of power tools. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Medicine&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of medicine. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Armaments&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of security items and stun gadgets. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scuttlebug&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chitin Armor&#039;&#039;&#039;&lt;br /&gt;
|Better physical resistance.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Ichor&#039;&#039;&#039;&lt;br /&gt;
|Can make advanced med kits at the cost of nutrition. &lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&#039;&#039;Background Perks&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kin to the Spiders&#039;&#039;&#039;&lt;br /&gt;
|Lose Roach faction, gain Spider faction.&lt;br /&gt;
|[[Cht’mant]] Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spin Webs&#039;&#039;&#039;&lt;br /&gt;
|Spawn a web tile centered on yourself. 5s cooldown.&lt;br /&gt;
|Kin to the Spiders&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sol Born&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, lower tolerance for chemicals.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Klutz&#039;&#039;&#039;&lt;br /&gt;
|Clumsy trait. Guns/melee backfire on you.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chem Addict&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, higher tolerance for chemicals.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sure Step&#039;&#039;&#039;&lt;br /&gt;
|Lower chance to set off traps/mines, prevents tripping on underplating.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;s Leap&#039;&#039;&#039;&lt;br /&gt;
|Faster climbing. &lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unclean Living&#039;&#039;&#039;&lt;br /&gt;
|Mild healing when smoking.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Blood&#039;&#039;&#039;&lt;br /&gt;
|Lower damage from toxins.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough Life&#039;&#039;&#039;&lt;br /&gt;
|Defense against explosions and tripping.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightcrawler&#039;&#039;&#039;&lt;br /&gt;
|Normal walk speed when in darkness.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quiet as a Mouse&#039;&#039;&#039;&lt;br /&gt;
|All sound from actions is quieter. &lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green Thumb&#039;&#039;&#039;&lt;br /&gt;
|Easier identification and analysis of all plants without device.&lt;br /&gt;
| Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lungs of Iron&#039;&#039;&#039;&lt;br /&gt;
|Lower oxygen requirement.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fast Fingers&#039;&#039;&#039;&lt;br /&gt;
|Silent pickpocketing from certain body slots.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nepotism&#039;&#039;&#039;&lt;br /&gt;
| You receive more credits in paychecks.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lazarus Protocol&#039;&#039;&#039;&lt;br /&gt;
|Chance of revival to unconsciousness on death with mild heal.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Holy aura that lightly heals those of the Absolute around you.&lt;br /&gt;
|Admin only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Faith&#039;&#039;&#039;&lt;br /&gt;
| Protects and reduces damage taken as a member of the Absolute.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&#039;&#039;Job Perks&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exotic Inspiration&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG boost when drunk.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Handyman&#039;&#039;&#039;&lt;br /&gt;
|Deconning any salvageable object gives refined scrap. Also increased chances of more rare materials.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperzine Implant&#039;&#039;&#039;&lt;br /&gt;
|Hyperzine injection, 15m cooldown.&lt;br /&gt;
|[[Chief Executive Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Market Professional&#039;&#039;&#039;&lt;br /&gt;
|By looking at a item, you can tell what its price is. &lt;br /&gt;
|[[Cargo Technician]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Expertise&#039;&#039;&#039;&lt;br /&gt;
|Lower addiction chance, higher threshold for chemicals.&lt;br /&gt;
|[[Job Guides#Soteria Medical Division|Medical Jobs]], [[Job Guides#Soteria Research Division|Science Jobs]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surgical Master&#039;&#039;&#039;&lt;br /&gt;
|Increased chances of success in all surgery steps.&lt;br /&gt;
|[[Roboticist]], [[Chief Research Overseer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ear of Quicksilver&#039;&#039;&#039;&lt;br /&gt;
|Larger hearing radius, higher damage from noise.&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expert Scavenger&#039;&#039;&#039;&lt;br /&gt;
|Chance of rare items from trash piles.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anomaly Hunter&#039;&#039;&#039;&lt;br /&gt;
|Hints at the perk that a oddity holds.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expert Defensive Training&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity against mobs when walking.&lt;br /&gt;
|[[Blackshield Commander]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sommelier&#039;&#039;&#039;&lt;br /&gt;
|Immunity to becoming drunk with the Premier&#039;s super secret booze stash, and gives a TGH boost for ten minutes. &lt;br /&gt;
|[[Premier]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough and Tumble&#039;&#039;&#039;&lt;br /&gt;
|As a prospector you&#039;ve been through it all. Spider bites, random cuts on rusted metal, animal claws, getting shot and even set on fire. As a result you resist every type of damage just a little bit better than salvagers.&lt;br /&gt;
| [[Prospector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackshield Conditioning&#039;&#039;&#039;&lt;br /&gt;
|Thanks to special training received in the course of employment within the Blackshield your body is a bit more resistant to brute force damage and burns due to proper conditioning.&lt;br /&gt;
| [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Key Smith&#039;&#039;&#039;&lt;br /&gt;
|With a massive collection of keys, you can access many areas. However, finding the right key tends to take time... And you haven&#039;t been given all the keys to the place.&lt;br /&gt;
| [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
|You have a lot of expertise in making works of art. You gain more insight from any and all sources. However, you only improve by creating works of art.&lt;br /&gt;
| [[Artist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&#039;&#039;Random Perks&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&lt;br /&gt;
|Decrease to mental/all stats, reduction in defense against all damage, increasing with times died. 30m cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fungal Host&#039;&#039;&#039;&lt;br /&gt;
|Take toxin damage and inflict toxin damage to those around you at a recurring interval.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&lt;br /&gt;
|Faster firing speed for one handed weapons.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Grit&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Springheel&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Armor&#039;&#039;&#039;&lt;br /&gt;
|Higher physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Skin&#039;&#039;&#039;&lt;br /&gt;
|Lower physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Resistance&#039;&#039;&#039;&lt;br /&gt;
|Higher toxic damage resistance from weapons, not chems. &lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shell Shock&#039;&#039;&#039;&lt;br /&gt;
|Lowered ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Mind&#039;&#039;&#039;&lt;br /&gt;
|Lowered COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharpened Mind&#039;&#039;&#039;&lt;br /&gt;
|Boosted COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner Strength&#039;&#039;&#039;&lt;br /&gt;
|Boosted ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
[[Stats]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2393</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2393"/>
		<updated>2021-12-26T17:19:24Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
** When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
** When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
** If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
** In regards of FBPs and other alien life, a firm understanding of the alien&#039;s biology will help you classify if they are dead or not, specifically in regards of Mycus and Folken. For FBPs, it is situational but if their battery is taken out or if they require specific equipment, then they are considered &#039;dead&#039; for the time being.&lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
# Unless their postmortem says that they&#039;re not to be revived in some manner, it is to be assumed to attempt revival before burying, cremating, or putting them in the morgue.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Marshals and Blackshield ===&lt;br /&gt;
With the truth of Soteria being responsible for the Hivemind&#039;s creation now fully revealed, the Marshals and Blackshield have been given absolute authority to fully stop any experiments that can be considered &#039;dangerous&#039; or &#039;unusual&#039;. Whilst the terms are broad, this does not mean they can shut down any and all experiments, only the ones that pose more danger and consequences for others that are not just the scientists and researchers conducting said experiments. For example, they can shut down experiments with bluespace due to how dangerous it can become, and the incredible instability of bluespace. Trying to push these experiments in disregard of their authority already exercised can result in charges being applied to the persons involved in the experiment.&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times, failure may result in legal action.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene. As a further note, Marshals and Blackshield can shut down both the genetics lab if issues arise, this also goes for cloning experimentation as well. &lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
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The blackshield is &#039;&#039;&#039;heavily recommended&#039;&#039;&#039; to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
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[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
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All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
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===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances. Furthermore, Blackshield cannot use it as a mining operation area unless for specific rare situations where materials are needed and Lonestar is a) not around or b) unable to provide in a timely manner. Marshals can charge the Blackshield that misuse the Gulag with 301. Demotions might be issued out if it is a continued issue, either by the Commander or the Brigadier.&lt;br /&gt;
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===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default, it is recommended that there should always at least be one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
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All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
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For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
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On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
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Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
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===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
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&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
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If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
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In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
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Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
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===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
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Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
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* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
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[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
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Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
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Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
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===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the colony is not left unguarded in a official capacity. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
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= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
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* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
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===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
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All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
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Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
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===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
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===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
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=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
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* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
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* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
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* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
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* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
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= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
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&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
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Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
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&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Timeline&amp;diff=2379</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Timeline&amp;diff=2379"/>
		<updated>2021-12-20T15:16:37Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Where we Begin=&lt;br /&gt;
The history of our lore follows, up until the set time below, earth&#039;s history to make things simple. As a general rule most major events will be referenced in this page.&lt;br /&gt;
&lt;br /&gt;
==2125 - Terraforming Begins==&lt;br /&gt;
Earth begins unifying under the Mars terraforming process. The larger nations across the globe pool resources to complete what they believe will be an extremely profitable venture.&lt;br /&gt;
&lt;br /&gt;
==2131 - Abhuman Adaptation==&lt;br /&gt;
[[Abhuman]] adaption is invented and quickly becomes a commercial success as various groups begin to modify themselves for planned travel off planet once available.&lt;br /&gt;
&lt;br /&gt;
==2139 - New Homeworlds==&lt;br /&gt;
Other planets that are habitable are discovered, abhuman modifications skyrocket to fit the demand of planetary adaption in other star systems. A slow form of hyper speed is then created, undergoing heavy development in parallel with colony ships being forged to send large population groups to these new star systems.&lt;br /&gt;
&lt;br /&gt;
==2153 - Pending Financial Collapse==&lt;br /&gt;
Sol, that is, Earth starts to bankrupt itself on its mars terraforming project, incurring massive debt that causes hyperinflation and a failing economy.&lt;br /&gt;
&lt;br /&gt;
==2154 - Escape from Sol==&lt;br /&gt;
Massive groups of populations flee to other systems for a new life, abandoning the failing Sol system.&lt;br /&gt;
&lt;br /&gt;
==2275 - Terraforming Complete==&lt;br /&gt;
The Mars terraforming project is completed but Sol has bankrupted itself. A period of extreme strife follows for the next century with Mars and Earth falling into decline and the tycoons who worked up the debt through the terraforming project seize all material wealth left before fleeing on colony ships to other systems.&lt;br /&gt;
&lt;br /&gt;
==2383 - Bluespace FTL Invented==&lt;br /&gt;
The remaining stable areas of Mars and Earth, seeking to find a way to fix the economic and political stability, invent the bluespace FTL drive. A revolutionary faster than light travel device capable of cutting trips that once would have taken decades to a few weeks.&lt;br /&gt;
&lt;br /&gt;
==2384 - War Preparation==&lt;br /&gt;
Sol begins a propaganda campaign, blaming all their ills on the fleeing colonists, claiming that they stole the wealth that rightfully belonged to them. Over the next three years the remaining despairing Sol citizens are rallied under a desperate banner to bring peace to their worlds.&lt;br /&gt;
&lt;br /&gt;
==2387 - War Begins==&lt;br /&gt;
Sol begins the unification wars after weaponizing bluespace drives and pooling the last of their resources into a militarily industrial complex, mass producing ships, soldiers, weaponry, and armaments.&lt;br /&gt;
&lt;br /&gt;
==2387-2562 - The Conquering==&lt;br /&gt;
Several centuries of warfare follow, with Sol utterly destroying, annexing, conquering, or forcing all [[abhuman]] and [[human]] empires to join them. The first phase begins with what is commonly called the Twenty-Year Harrowing, where Sol forces refused any surrender or peace terms, utterly devastating and conquering all nearby star systems in a bloody display of military might. This sets the stage for the remaining centuries of conflict, causing many systems to surrender the moment the Sol fleet entered their star space.&lt;br /&gt;
&lt;br /&gt;
After this twenty year period of intense bloodshed, Sol resigns in its devastating methods and begins using the reputation gained and its rapidly growing industry it has developed to quickly recruit potential conquests through more peaceful means.&lt;br /&gt;
&lt;br /&gt;
==2565 - Unified Federation==&lt;br /&gt;
By this time period all major empires of human or abhuman origin have been absorbed into the Sol Federation, those remaining were either too distant to be profitable by conquering or unworthy of bothering with due to low value and means. With humanity united, Sol begins a fervent expansion into other areas of space by terraforming new planets and seeking more distant areas for colonization. It is at this time that humanity begins to discover intelligent alien life.&lt;br /&gt;
&lt;br /&gt;
==2567 - Mar&#039;qua Alliance==&lt;br /&gt;
With its beginning expansionism the Sol federation is contacted by the [[Mar’qua]] sovereignty who had discovered humanity decades ago and had begun learning of them. A peace treaty and defensive contract is set up on mutually agreed upon terms, Sol leverages its superior numbers, military, and economy against Mar&#039;qua&#039;s advanced technology in a mutually beneficial agreement. An uneasy peace is now in place as both empires work together. The federation eager to get its hands on Mar’qua technology while the sovereignty seeks using the federation as a cudgel to protect its borders.&lt;br /&gt;
&lt;br /&gt;
==2569 - Greyson Positronics==&lt;br /&gt;
The small corporation known as Greyson Positronics is formed by joint federation factions interested in pushing the boundaries of robotics, cybernetics, and mechanical augmentation. The company quickly becomes a massive spanning corporation across the universe thanks to open use of artificial intelligence and robots filling a massive portion of the work force. Many notable inventions begin and end with Greyson and by 2596 this corporation owns enough planets, armaments, and forces to rival a small empire.&lt;br /&gt;
&lt;br /&gt;
==2572 - Akula Colonization==&lt;br /&gt;
Sol discovers the homeworld of the [[Akula]]. Sol quickly began to colonize the planet, supplying weapons to factions that are pro-Sol to easily conquer the planet in three years, making the Akula official SolFed citizens. Introduction of Akula soldiers and shock troopers are added to military offensives, further increasing the might of federation forces.&lt;br /&gt;
&lt;br /&gt;
==2577-2620 - Period of Discovery==&lt;br /&gt;
Many new species are discovered, with notable ones being listed below in order of importance. Smaller, weaker alien empires are slowly absorbed by the ever expanding Sol Federation borders with many joining willingly and some fighting a losing battle, being annexed shortly after.&lt;br /&gt;
&lt;br /&gt;
==2580 - Naramad ==&lt;br /&gt;
The homeworld of the primitive [[Naramad]] are discovered, the leaders of the Naramadi people mistakenly attack the federation ambassadors, believing they are a similar looking native fauna that stole from them. Retaliation is swift and brutal as the federation decreed this a defensive war and dispatched Mar’qua forces from the war council to handle the situation, with the stipulation of no orbital bombardment to preserve planetary industry. In a handful of months the planet is brought to its knees and quickly annexed. Its people are conscripted into the Sol military as shock troops and ship-to-ship breaching parties.&lt;br /&gt;
&lt;br /&gt;
==2582 - Sablekyne==&lt;br /&gt;
The existence of the [[Sablekyne]] home-world is revealed to the Federation through Oni, LLC who had long ago contacted the alien race and uplifted them as allies. Integration into the federation proves simple and easy, with sablekyne making up a decent chunk of frontier area military corps, merchants, and freebooters.&lt;br /&gt;
&lt;br /&gt;
==2583 - Opifex==&lt;br /&gt;
[[Opifex]] ships are discovered by the Mar’qua Observitorium, confirming a century long rumor of scavengers who targeted derelict ships, space hulks, and unprotected colonies. Contact is established and the main Opifex scavenger fleets are eased into an non-aggression treaty. Shortly after, Opifex ships begin attacking and raiding enemies of the Sol Federation for unconfirmed reasons.&lt;br /&gt;
&lt;br /&gt;
==2600 - Cht&#039;mant==&lt;br /&gt;
The [[Cht’mant]] are discovered on a planet marked for resource harvesting due to its hostile environment being unfit for human colonization. The Cht’mant are originally mistaken for animals until a hive queen learns to imitate and use English common. The Soteria Institute, a xenobiological research orgnization working with the federation at the time deemed the Cht’mant worth study and collected several hive queens and remaining Cht’mants from the planet. After a brief period of study and secondary schooling, the race remaining Cht’mants were released to there own devices.&lt;br /&gt;
&lt;br /&gt;
==2601 - Cindarite==&lt;br /&gt;
The [[Cindarite]] are discovered by rebel pirates in there irradiated death world. Federation forces descended on pirates in the sector, capturing or destroying most ships before a well known pirate struck a deal to reveal all of his information and contacts with the Cindarites located below the surface of there death world. Federation forces quickly initiated diplomatic operations and recruited the Cindarite for there highly specialized evolution in toxic living conditions. Many Cindarites became spacers, spending there entire lives on various ships, allowing them to become well known in a short space of time.&lt;br /&gt;
&lt;br /&gt;
==2605 - Kriosan==&lt;br /&gt;
The [[Kriosans]] Empire is discovered by the Federation and quickly annexed to gain access to their valuable anti-orbital weapons platforms, and the governing dictatorship agrees to terms of surrender, if only officially. Rioting was frequent, but quelled quickly by Solar MPs and Kriosan Police.&lt;br /&gt;
&lt;br /&gt;
==2625 - The Second Conquering==&lt;br /&gt;
Sol continues its aggressive expansion, preparing to conquer the small left over empires of abhumans/humans. Rumors and missives are abound that a new unification war is about to begin and those who have resisted federation control will soon be conquered, annexed, or given a chance to surrender. Many speculate that this new series of wars will be to spread through out the galaxy as decades of preparation begins.&lt;br /&gt;
&lt;br /&gt;
==2628 - Greyson Positronics==&lt;br /&gt;
The mega corp spanning across the known galaxy Greyson Positronics collapses for an unknown reason. All synthetics, artificial intelligence, and robots under the Greyson network go haywire and begin slaughtering any and all nearby organics. Many areas exclusively owned by Greyson quickly become dead worlds that are abandoned and rendered off limits. Greyson industries and colonies were built on hostile or worthless planets for its cost benefit, as a result federation forces decline wasting resources clearing out these areas as there is little gain. Strategic spots on the galaxy scale and profitable locations are destroyed and reclaimed. The remaining organic Greyson employees who escaped the initial conflict formed the Xiang Jiang and quickly become enemies of the Sol Federation upon discovery of using biomorphs.&lt;br /&gt;
&lt;br /&gt;
==2644 - The Colony Forms==&lt;br /&gt;
The Nadezhda Coalition is formed by several dissonant factions and fleets of ships prepare to leave for a distant world known as Amethyn on the edge of the galaxy. Many ships filter in over the year before the final one, the Soteria fleet, crash lands upon the surface after using an experimental inter-star system teleporter. This event marks the last of the largest ships arriving upon the colony, but smaller transport shuttles filter in over the next few years.&lt;br /&gt;
&lt;br /&gt;
==2645 - Bluespace Crash==&lt;br /&gt;
Bluespace as it is understood crashes, completely and utterly rendering all bluespace devices unstable, with long range devices such as teleporters and bluespace drives becoming so unstable using them is assuredly a death wish. Short range devices prove to still function, yet many show signs of instability and formerly unknown bugs that cause new hazards with use. A large splinter faction calling itself the Vorhut launched a rebellion across the Kriosan Empire, re-establishing Castellan rule and Imperial sovereignty at the cost of around half the rebel forces.&lt;br /&gt;
&lt;br /&gt;
==2650 - Present Day==&lt;br /&gt;
The colony is entirely cut off from the rest of the galaxy due to the bluespace crash, with only the nearby [[Kriosan]] Confederacy able to easily communicate with them. Relations and trade agreements are quickly established.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Perks&amp;diff=2378</id>
		<title>Perks</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Perks&amp;diff=2378"/>
		<updated>2021-12-19T21:29:38Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated Page|reason = Outdated as per psionic update.}}&lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
&#039;&#039;&#039;Perks&#039;&#039;&#039; are special attributes that are gained or lost through your [[Jobs|Job]], your [[Character Creation|background]], or through [[Sanity#Oddities|assorted]] circumstances. Most of these are permanent, so it may be worth your while to decide what type of overall character you&#039;d like before going after some of these.&lt;br /&gt;
&lt;br /&gt;
== Perk Listing ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Perk !! Description !! Source&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Racial Perks&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Last Stand&#039;&#039;&#039;&lt;br /&gt;
|On-demand pain relief. 15m cooldown.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bone Plated&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Brawny Build&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity to all mobs when walking.&lt;br /&gt;
|[[Sablekyne]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Sudden Brilliance&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG/BIO boost, 25m cooldown.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Inspired Intellect&#039;&#039;&#039;&lt;br /&gt;
|Gain inspiration much faster.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;Adapted Nervous System&#039;&#039;&#039;&lt;br /&gt;
|Increased NSA and cannot become addicted.&lt;br /&gt;
|[[Mar&#039;qua]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tenacity&#039;&#039;&#039;&lt;br /&gt;
|On-demand mild heal and painkiller, 15m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Guts and Glory&#039;&#039;&#039;&lt;br /&gt;
|On-demand organ heal, 30m cooldown.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inspiring Battlecry&#039;&#039;&#039;&lt;br /&gt;
|Temporary combat stat boost to everyone within hearing range.&lt;br /&gt;
|[[Humans|Human]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Enhance Senses&#039;&#039;&#039;&lt;br /&gt;
|TGH/VIG boost and can see within the darkness for a short amount of time, 15m cooldown.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Instinctual Skill&#039;&#039;&#039;&lt;br /&gt;
|Can use most ranged weapons in one hand with no penalties.&lt;br /&gt;
|[[Kriosans|Kriosan]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reckless Frenzy&#039;&#039;&#039;&lt;br /&gt;
|Massive TGH/ROB boost, Massive COG/VIG/MCH/BIO decrease, 15m cooldown.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Iron Flesh&#039;&#039;&#039;&lt;br /&gt;
|Will never have bullets or objects embed into your body.&lt;br /&gt;
|[[Akula]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Adrenaline Burst&#039;&#039;&#039;&lt;br /&gt;
|Movement speed boost, 15m cooldown.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hydration Reliance&#039;&#039;&#039;&lt;br /&gt;
|Drinking water heals you slowly over time.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Born Warrior&#039;&#039;&#039;&lt;br /&gt;
|Proficient with melee weapons, they never embed in a enemy.&lt;br /&gt;
|[[Naramad]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Purge Toxins&#039;&#039;&#039;&lt;br /&gt;
|On-demand toxins and addictions cleanse, 15m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Uncanny Resilience&#039;&#039;&#039;&lt;br /&gt;
|On-demand infection heal/stabilizer, 30m cooldown.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Second Skin&#039;&#039;&#039;&lt;br /&gt;
|No slow down from wearing heavy armor, and can instantly put it on or take it off.&lt;br /&gt;
|[[Cindarite]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Circuit&#039;&#039;&#039;&lt;br /&gt;
|Acquire a turret circuit that then be turned into a turret. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Patch Kit&#039;&#039;&#039;&lt;br /&gt;
|Personnel IFAK. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Tools&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of power tools. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Medicine&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of medicine. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Smuggled Armaments&#039;&#039;&#039;&lt;br /&gt;
|On-demand filled Tool Belt spawn of security items and stun gadgets. 12h(!) cooldown.&lt;br /&gt;
|[[Opifex]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Scuttlebug&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chitin Armor&#039;&#039;&#039;&lt;br /&gt;
|Better physical resistance.&lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Produce Ichor&#039;&#039;&#039;&lt;br /&gt;
|Can make advanced med kits at the cost of nutrition. &lt;br /&gt;
|[[Cht’mant]] Racial&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&#039;&#039;Background Perks&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Kin to the Spiders&#039;&#039;&#039;&lt;br /&gt;
|Lose Roach faction, gain Spider faction.&lt;br /&gt;
|[[Cht’mant]] Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spin Webs&#039;&#039;&#039;&lt;br /&gt;
|Spawn a web tile centered on yourself. 5s cooldown.&lt;br /&gt;
|Kin to the Spiders&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sol Born&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, lower tolerance for chemicals.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Klutz&#039;&#039;&#039;&lt;br /&gt;
|Clumsy trait. Guns/melee backfire on you.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chem Addict&#039;&#039;&#039;&lt;br /&gt;
|Higher addiction chance, higher tolerance for chemicals.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sure Step&#039;&#039;&#039;&lt;br /&gt;
|Lower chance to set off traps/mines, prevents tripping on underplating.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Raider&#039;s Leap&#039;&#039;&#039;&lt;br /&gt;
|Faster climbing. &lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unclean Living&#039;&#039;&#039;&lt;br /&gt;
|Mild healing when smoking.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lead Blood&#039;&#039;&#039;&lt;br /&gt;
|Lower damage from toxins.&lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough Life&#039;&#039;&#039;&lt;br /&gt;
|Defense against explosions and tripping.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nightcrawler&#039;&#039;&#039;&lt;br /&gt;
|Normal walk speed when in darkness.&lt;br /&gt;
|Upbringing&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quiet as a Mouse&#039;&#039;&#039;&lt;br /&gt;
|All sound from actions is quieter. &lt;br /&gt;
|Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Green Thumb&#039;&#039;&#039;&lt;br /&gt;
|Easier identification and analysis of all plants without device.&lt;br /&gt;
| Homeworld&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lungs of Iron&#039;&#039;&#039;&lt;br /&gt;
|Lower oxygen requirement.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fast Fingers&#039;&#039;&#039;&lt;br /&gt;
|Silent pickpocketing from certain body slots.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Nepotism&#039;&#039;&#039;&lt;br /&gt;
| You receive more credits in paychecks.&lt;br /&gt;
|Career&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lazarus Protocol&#039;&#039;&#039;&lt;br /&gt;
|Chance of revival to unconsciousness on death with mild heal.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Holy Light&#039;&#039;&#039;&lt;br /&gt;
|Holy aura that lightly heals those of the Absolute around you.&lt;br /&gt;
|Admin only&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Faith&#039;&#039;&#039;&lt;br /&gt;
| Protects and reduces damage taken as a member of the Absolute.&lt;br /&gt;
|Augmentation&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&#039;&#039;Job Perks&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Exotic Inspiration&#039;&#039;&#039;&lt;br /&gt;
|MEC/COG boost when drunk.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Handyman&#039;&#039;&#039;&lt;br /&gt;
|Deconning any salvageable object gives refined scrap. Also increased chances of more rare materials.&lt;br /&gt;
|[[Guild Master]], [[Guild Adept]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hyperzine Implant&#039;&#039;&#039;&lt;br /&gt;
|Hyperzine injection, 15m cooldown.&lt;br /&gt;
|[[Chief Executive Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Market Professional&#039;&#039;&#039;&lt;br /&gt;
|By looking at a item, you can tell what its price is. &lt;br /&gt;
|[[Cargo Technician]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Expertise&#039;&#039;&#039;&lt;br /&gt;
|Lower addiction chance, higher threshold for chemicals.&lt;br /&gt;
|[[Job Guides#Soteria Medical Division|Medical Jobs]], [[Job Guides#Soteria Research Division|Science Jobs]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surgical Master&#039;&#039;&#039;&lt;br /&gt;
|Increased chances of success in all surgery steps.&lt;br /&gt;
|[[Roboticist]], [[Chief Research Overseer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Ear of Quicksilver&#039;&#039;&#039;&lt;br /&gt;
|Larger hearing radius, higher damage from noise.&lt;br /&gt;
|[[Ranger]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expert Scavenger&#039;&#039;&#039;&lt;br /&gt;
|Chance of rare items from trash piles.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anomaly Hunter&#039;&#039;&#039;&lt;br /&gt;
|Hints at the perk that a oddity holds.&lt;br /&gt;
|[[Prospector]], [[Salvager]], [[Expedition Foreman]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Expert Defensive Training&#039;&#039;&#039;&lt;br /&gt;
|Knockdown immunity against mobs when walking.&lt;br /&gt;
|[[Blackshield Commander]], [[Warrant Officer]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sommelier&#039;&#039;&#039;&lt;br /&gt;
|Immunity to becoming drunk with the Premier&#039;s super secret booze stash, and gives a TGH boost for ten minutes. &lt;br /&gt;
|[[Premier]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Rough and Tumble&#039;&#039;&#039;&lt;br /&gt;
|As a prospector you&#039;ve been through it all. Spider bites, random cuts on rusted metal, animal claws, getting shot and even set on fire. As a result you resist every type of damage just a little bit better than salvagers.&lt;br /&gt;
| [[Prospector]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Blackshield Conditioning&#039;&#039;&#039;&lt;br /&gt;
|Thanks to special training received in the course of employment within the Blackshield your body is a bit more resistant to brute force damage and burns due to proper conditioning.&lt;br /&gt;
| [[Trooper]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Key Smith&#039;&#039;&#039;&lt;br /&gt;
|With a massive collection of keys, you can access many areas. However, finding the right key tends to take time... And you haven&#039;t been given all the keys to the place.&lt;br /&gt;
| [[Janitor]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Artist&#039;&#039;&#039;&lt;br /&gt;
|You have a lot of expertise in making works of art. You gain more insight from any and all sources. However, you only improve by creating works of art.&lt;br /&gt;
| [[Artist]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
&#039;&#039;Random Perks&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Revival Sickness&#039;&#039;&#039;&lt;br /&gt;
|Decrease to mental/all stats, reduction in defense against all damage, increasing with times died. 30m cooldown. Rest while in a chair or bed to decrease cooldown.&lt;br /&gt;
|Death&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Fungal Host&#039;&#039;&#039;&lt;br /&gt;
|Take toxin damage and inflict toxin damage to those around you at a recurring interval.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gunslinger&#039;&#039;&#039;&lt;br /&gt;
|Faster firing speed for one handed weapons.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;True Grit&#039;&#039;&#039;&lt;br /&gt;
|Higher pain tolerance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Springheel&#039;&#039;&#039;&lt;br /&gt;
|Faster movement speed.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Natural Armor&#039;&#039;&#039;&lt;br /&gt;
|Higher physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thin Skin&#039;&#039;&#039;&lt;br /&gt;
|Lower physical damage resistance.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Toxic Resistance&#039;&#039;&#039;&lt;br /&gt;
|Higher toxic damage resistance from weapons, not chems. &lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shell Shock&#039;&#039;&#039;&lt;br /&gt;
|Lowered ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Failing Mind&#039;&#039;&#039;&lt;br /&gt;
|Lowered COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sharpened Mind&#039;&#039;&#039;&lt;br /&gt;
|Boosted COG/MCH/BIO stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inner Strength&#039;&#039;&#039;&lt;br /&gt;
|Boosted ROB/TGH/VIG stats.&lt;br /&gt;
|[[Sanity#Oddities|Oddities]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
[[Stats]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Jobs&amp;diff=2377</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Jobs&amp;diff=2377"/>
		<updated>2021-12-19T21:14:49Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
Your &#039;&#039;&#039;Job&#039;&#039;&#039; is what you are assigned to do. It defines what equipment you start with, your ID card access, and what you&#039;re actually supposed to be doing.&lt;br /&gt;
&lt;br /&gt;
Some useful links:&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Chain of Command]]&lt;br /&gt;
* [[Standard Operating Procedure]]&lt;br /&gt;
* [[Guides]]&lt;br /&gt;
* [[Tips]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[Identifying Antagonists]]&lt;br /&gt;
* [[Faxes]]&lt;br /&gt;
&lt;br /&gt;
You should also read up about [[Laws]], so you know your rights, and [[Standard Operating Procedure]] so you know what you should usually do.&lt;br /&gt;
&lt;br /&gt;
Due to the colony&#039;s open recruitment principle, you might encounter some interesting new [[Core Species|Species]] working alongside you.&lt;br /&gt;
== Command ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#0b60e8;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:premier.png|64px|link=Premier]]&amp;lt;br&amp;gt;[[Premier]]&lt;br /&gt;
|The premier is a volunteer position each shift usually picked from an existing head of staff, though anyone may chosen. They are the only person on station capable of changing someones access to a new department. Premiers arbitrate disputes between departments, represent those arrested by the marshals, and are capable of vetoing any decision by the council. In addition, the premier acts as an internal affairs agent and lawyer to ensure all legislative functions are fulfilled, such as payroll, and to safeguard against high crimes like embezzlement or fraud.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:steward.png|64px|link=Steward]]&amp;lt;br&amp;gt;[[Steward]]&lt;br /&gt;
|You guard the theoretically most powerful acting man on the colony during the average shift. Stewards are given an special rig suit and weaponry and are expected to follow and listen to the premier as well as provide counsel when asked. Stewards answer to nobody except the premier himself, though they are expected to ensure to premier is acting appropriately at all times.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Blackshield ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:militiacommander.png|64px|link=Blackshield Commander]]&amp;lt;br&amp;gt;[[Blackshield Commander]]&lt;br /&gt;
|The Blackshield commander is the first line of defense in the colony. They function as the leader during times of crisis and are expected to command and lead all Blackshield members into battle. Blackshield commanders are expected to lead from the front lines and fight alongside their men while directing them in the colony&#039;s defense.&lt;br /&gt;
!Very Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:sergfinal.png|64px|link=Sergeant]]&amp;lt;br&amp;gt;[[Sergeant]]&lt;br /&gt;
|Sergeants are trained drill instructors and senior operatives who perform duties similar to the Blackshield commander but in a less official capacity. They are expected to maintain order in the ranks and ensure both he Blackshield and marshals are acting in ways befitting security team members. Otherwise, a sergeant is the Blackshield commanders right hand man and de-facto leader if the commander is missing or down.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:corpsman.png|64px|link=Corpsman]]&amp;lt;br&amp;gt;[[Corpsman]]&lt;br /&gt;
|Corpsmen are trained field medics and surgeons who perform triage in or around the heat of battle. They are expected to prioritize removing the wounding and patching them up or if not possible taking them to medbay. Unlike a standard paramedic a corpsmen is expected to be armed and provide fire support when not healing.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:blacktrooper.png|64px|link=Trooper]]&amp;lt;br&amp;gt;[[Trooper]]&lt;br /&gt;
|The colonies rank and file grunts. The trooper is the first in and last out of every code red or greater scenario. When not in active conflict troopers are expected to patrol the exterior of the colony and when requested provide fire support to the prospectors and marshals. In addition, they may be assigned to guard or protect specific assets such as locations or colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffeaea;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#dd3e40;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:warrantofficer.png|64px|link=Warrant Officer]]&amp;lt;br&amp;gt;[[Warrant Officer]]&lt;br /&gt;
|The warrant officer is the one expected to sign and fill out all the paperwork for arrest warrants, search warrants, or permits. They also provide support, communication, and direction for marshal operatives as they conduct their day to day business. The warrant officer is expected to know the law and standard operating procedure to the letter and acts as the final say criminal convictions.&lt;br /&gt;
!Soul Crushing&lt;br /&gt;
|-&lt;br /&gt;
![[File:supplyspecialist.png|64px|link=Supply Specialist]]&amp;lt;br&amp;gt;[[Supply Specialist]]&lt;br /&gt;
|The supply specialist is the full authority over the colonies armory, with only the warrant officer and council above them, they supply the marshals and blackshield with everything they need from ammunition both lethal and non-lethal, batteries, medical supplies, and crime scene kits.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:ranger.png|64px|link=Ranger]]&amp;lt;br&amp;gt;[[Ranger]]&lt;br /&gt;
|The rangers act as investigators both within and outside the colony and are expected to interview suspects, find evidence, and create solve mysteries or cases. Unlike a standard officer a ranger can freely come and go from the colony and is expected to be more self reliant.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:marshalofficer.png|64px|link=Officer]]&amp;lt;br&amp;gt;[[Officer]]&lt;br /&gt;
|The officer is the colonies police force and act as such. They perform arrests, secure locations for the public good, and generally keep the peace. Officers are expected to be good at deescalation and settling matters in the most optimal way. When words fail, they are expected to use non-lethal methods to ensure public safety.&lt;br /&gt;
!Hard&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:yellow;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildmaster.png|64px|link=Guild Master]]&amp;lt;br&amp;gt;[[Guild Master]]&lt;br /&gt;
|The guild master is the sole authority on station modifications. They are expected to assign tasks to their adepts and keep things organized and running smoothly. In addition to setting up the power the guild master should ensure atmospherics and the colonies integrity is kept in peak condition.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:guildadept.png|64px|link=Guild Adept]]&amp;lt;br&amp;gt;[[Guild Adept]]&lt;br /&gt;
|Guild adepts are assigned the role of keeping the station running smoothly. They should coordinate with the guild master or with each other to assign tasks and ensure the stations integrity is kept. In addition to maintaining atmospherics and general station property guild adepts are responsible for ensuring a safe work environment.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping Solutions ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#FFFFDD;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:orange;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ceo.png|64px|link=Chief Executive Officer]]&amp;lt;br&amp;gt;[[Chief Executive Officer]]&lt;br /&gt;
|The chief executive officer is responsible for most of the supply and service departments in the colony. They should organize each of their individual departments to work together to make as much profit as possible. The CEO should coordinate between each department so cargo supplies the kitchen with what it needs and mining gives cargo the material it needs for the right amount of points. He should also advise prices and potential sales, including buying items from crew and prospectors.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:cargotech.png|64px|link=Cargo Technician]]&amp;lt;br&amp;gt;[[Cargo Technician]]&lt;br /&gt;
|The cargo techs handle all imports and exports to the cargo warehouse through the elevator ordering console. They are tasked with loading and unloading crates, properly packaging exports, and delivering imports to the correct buyer. In addition cargo techs may set the prices for items they both sell and purchase to make a tidy profit.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:miner.png|64px|link=Lonestar Miner]]&amp;lt;br&amp;gt;[[Lonestar Miner]]&lt;br /&gt;
|The lonestar miner is one of the most dangerous civilian jobs, tasked with going deep underground to mine precious ores for that they then smelt into usable material to give to cargo for sale. Lonestar miners are also given weaponry to combat potentially hostile wildlife they may encounter.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:bartending.png|64px|link=Bartender]]&amp;lt;br&amp;gt;[[Bartender]]&lt;br /&gt;
|The bartender serves drinks to the colonists be they alcoholic or other. The bartender is expected to keep the bar pleasant, clean, and accessible for all patrons to relax in. In addition to mixing complex drinks the bartender should work hand in hand with the chef and botanist to have a wide variety of choices for sale.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:gardening.png|64px|link=Botanist]]&amp;lt;br&amp;gt;[[Botanist]]&lt;br /&gt;
|The botanist grows produce specifically for the kitchen and bar for food and drinks. In addition botanist are capable of growing any variety of plant they wish to sell to individual crew members, provided it isn&#039;t contraband. Botanist may also coordinate with scientist to increase the yield and growth speed of various crops.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:servng.png|64px|link=Chef]]&amp;lt;br&amp;gt;[[Chef]]&lt;br /&gt;
|The chef is expected to cook a variety of meals using whatever produce and food the botanist or cargo brings them. The chef is expected to sell a variety of meals to patrons and make a profit doing so. The chefs may also task colony members with bringing them meat, either by order of cargo or buying hunted animals.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:cleaning.png|64px|link=Janitor]]&amp;lt;br&amp;gt;[[Janitor]]&lt;br /&gt;
|The janitor&#039;s primary job is to keep the station clean by mopping floors and cleaning up departments. This primarily involves cleaning up after crew members who track oil from maintenance, the occasionally roach infestation, or the cleaning of cobwebs (and sometimes giant spiders). Due to vermin extermination being a dangerous task at times, janitors are given use of traps, armor, and weaponry of their choice.&lt;br /&gt;
!Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:actor.png|64px|link=Actor]]&amp;lt;br&amp;gt;[[Actor]]&lt;br /&gt;
|The actor&#039;s primary job is to assume a role using various costumes and other items to provide entertainment to the crew. This includes dressing up as a clown or mime, holding a stand up comedy routine to tell jokes, or creating community events such as art exhibits or dinners. The limit is only a persons imagination.&lt;br /&gt;
!Easy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Prospectors ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:foreman.png|64px|link=Foreman]]&amp;lt;br&amp;gt;[[Foreman]]&lt;br /&gt;
|The Foreman is the boss of the prospector team and acts as the leader during outings. Foremen have a wide variety of skills and are expected to fill in or assist their subordinates when needed should it be for medical, combat, or salvage reasons. The foreman also has the final say on looting rights for who gets what salvage, in addition to what can and can&#039;t be sold to other colonists.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:prospector.png|64px|link=Prospector]]&amp;lt;br&amp;gt;[[Prospector]]&lt;br /&gt;
|The prospectors are the brawn of the expedition and are equally capable in melee or range combat. Prospectors are expected to focus primarily on combat and use their abilities to slay various creatures and threats that the expedition encounters.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Salvager.png|64px|link=Salvager]]&amp;lt;br&amp;gt;[[Salvager]]&lt;br /&gt;
|The salvagers are the brains of the expedition team capable of providing both technical and medical support. Their primary focus is healing the prospectors as they become injured and recovering any valuable loot. This often includes using tools to take apart broken down machines or shoveling through refuse piles in search of something of value.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Medical Division ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#c3dfe0;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#19ccd6;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cbo.png|64px|link=Chief Biolab Officer]]&amp;lt;br&amp;gt;[[Chief Biolab Overseer]]&lt;br /&gt;
|The chief biolab overseer is the sole authority of the soteria medical division and has the final say in medical treatment matters and medical concerns. The biolab overseer is expected to know every aspect of his department and capable of fulfilling any role at any given time as needed. However, they can and should delegate tasks to their staff and ensure everyone is fulfilling their role properly.&lt;br /&gt;
!Underappreciated&lt;br /&gt;
|-&lt;br /&gt;
![[File:meddoc.png|64px|link=Medical Doctor]]&amp;lt;br&amp;gt;[[Medical Doctor]]&lt;br /&gt;
|Medical doctors are expected to be on call to diagnose and treat patients that arrive in the medical bay. Medical doctors are expected to know how to work and set up cryo, perform surgery, and what chemicals to use to cure specific conditions. Medical should also know how to make the four basic healing chemicals and should know enough about psychology to determine if someone is mentally unwell and should be verified.&lt;br /&gt;
!Tiresome&lt;br /&gt;
|-&lt;br /&gt;
![[File:chemmy.png|64px|link=Orderly]]&amp;lt;br&amp;gt;[[Trauma Team]]&lt;br /&gt;
|Trauma team are the guards of medical and act as the right hand man of the chief biolab officer. Their primary duty is to ensure unneeded personnel are removed from medical, nothing is stolen or taken, and any outbreaks within medical or science are contained. The Trauma Team is also expected to act as a armed paramedic, aiding medical doctors in treating patients and in retrieving the injured. Unlike other medical jobs, Trauma Team are given standard weapons and equipment to use in dealing with unruly people.&lt;br /&gt;
!Monotonous&lt;br /&gt;
|-&lt;br /&gt;
![[File:psych.png|64px|link=Psychologist]]&amp;lt;br&amp;gt;[[Psychologist]]&lt;br /&gt;
|A psychologist is a complex role that is used to determine if a crew member is sane enough for active duty or not. A psychologist is expected to listen to and give advice to general crew members and see dangerous individuals who&#039;s behavior has become erratic.&lt;br /&gt;
!Mind Bending&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEFF;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#DDA0DD;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:cro.png|64px|link=Chief Research Overseer]]&amp;lt;br&amp;gt;[[Chief Research Overseer]]&lt;br /&gt;
|The chief research overseer handles the science portion of the soteria. They are expected to have a healthy knowledge of all areas of their department from genetics to robotics and should ensure that research is done every shift. The CRO is also responsible for approving and denying experimental procedures and tests such as plasma tests, weapons testing, or genetics research on humanoids. &lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:sciency.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Scientist]]&lt;br /&gt;
|Scientist are the main driving force of the research department and may work on a variety of tasks on any given shift from anomaly research to xenobiology. Scientists are expected to follow safe procedure when conducting themselves and shouldn&#039;t take unnecessary risks without the proper paperwork filed and stamped.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:robotech.png|64px|link=Roboticist]]&amp;lt;br&amp;gt;[[Roboticist]]&lt;br /&gt;
|Robotics is the busiest department in research and sees the most interaction with general crew. Roboticist build, upgrade, and repair all colony-bound cyborgs and offer cybernetic implantation or replacement to organic crew. Roboticist should know the ins and outs of their assigned tasks dealing with cyborgs and be capable of surgery to graft cybernetic limbs.&lt;br /&gt;
!Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Church of the Absolute ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:Prime.png|64px|link=Prime]]&amp;lt;br&amp;gt;[[Prime]]&lt;br /&gt;
|The prime is the spiritual head of the church and has the most authority and power to direct the vectors and recruit new converts. The prime should give various tasks to his vectors and seek new converts by hosting events or mingling with the crew. The prime may also be called upon to bury the dead in case someone is permanently slain. The prime should also ensure the biogenerator is fueled at all times.&lt;br /&gt;
!Medium&lt;br /&gt;
|-&lt;br /&gt;
![[File:Vector.png|64px|link=Vector]]&amp;lt;br&amp;gt;[[Vector]]&lt;br /&gt;
|The vectors are the acolytes of the church and handle much of the general labors of the faith such as collecting biomatter for the generator, tending to the church garden, and whatever tasks the prime has assigned. Vectors are also expected to mingle with the general colony and recruit converts whenever possible.&lt;br /&gt;
!Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Non-Colony ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#8b8c8f;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#646566;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:huntmaster.png|64px|link=Huntmaster]]&amp;lt;br&amp;gt;[[Huntmaster]]&lt;br /&gt;
| The Huntmaster leads the lodge as the matriarchs right hand. They&#039;re required to be a diplomat, leader and teacher all in one. The hunters expect you to show them the way, lead the hunt and make trades with the local colony. Only the matriarch outweighs your authority, so this role comes with more power then the average head of staff but also much more responsibility. Take this path with caution.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:hunter.png|64px|link=Hunter]]&amp;lt;br&amp;gt;[[Hunter]]&lt;br /&gt;
| The hunter is main force of the hunters.  Filled the ranks with both new and experienced individuals, they are equipped to hunt the beasts of the land. The reasons why one becomes a hunter is uncertain but the skills gained and the prestige of being part of the vanguard that protects the innocent folk may be enough.&lt;br /&gt;
!Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:assistant.png|64px|link=Outsider]]&amp;lt;br&amp;gt;[[Outsider]]&lt;br /&gt;
| Some random smhuck who has the misfortune of being on the planet. Maybe you&#039;re a stranded pirate, maybe an exiled colonist, or a crazy exile from the colony with a vendetta. Just who are you?&lt;br /&gt;
!Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Station-Bound ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#D8BFD8;&amp;quot; width=&amp;quot;80%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;200&amp;quot; |Job&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; |Role&lt;br /&gt;
! style=&amp;quot;background-color:#9ACD32;&amp;quot; width=&amp;quot;100&amp;quot; |Difficulty&lt;br /&gt;
|-&lt;br /&gt;
![[File:ainew.gif|link=AI]]&amp;lt;br&amp;gt;[[AI]]&lt;br /&gt;
|The artificial intelligence essentially &#039;&#039;is&#039;&#039; the colony and functions as an all seeing eye capable of manipulating most machines and working as a communicator. The AI also speaks with and communicates with the station bound synthetics and may give them orders as needed. While the AI is instructed to follow any orders from a colonist it is ultimately loyal only to the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Extremely Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Generic_borg.png|64px|link=Cyborg]]&amp;lt;br&amp;gt;[[Cyborg]]&lt;br /&gt;
|Station bound cyborgs and robots are machines capable of manipulating the station much like the AI and function as a more direct but far less broad means of aiding the colony. Cyborgs come in various modules with tools for multiple situations and provide additional supports to various departments, but ultimately answer only to the AI or if missing one the chief research overseer and chief biolab overseer.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:Maintenance_Drone.png|64px|link=Maintenance Drone]]&amp;lt;br&amp;gt;[[Maintenance Drone]]&lt;br /&gt;
|Maintenance drones are mindless blank robots who repair the station and never interact with any of the crew or other synthetics except for fellow maintenance drones. Maintenance drones may also clean the station and exterminate mice.&lt;br /&gt;
!Medium to Hard&lt;br /&gt;
|-&lt;br /&gt;
![[File:pAI.png|link=Personal AI]]&amp;lt;br&amp;gt;[[Personal AI]]&lt;br /&gt;
|Personal AI are pocket sized machines with a variety of various tools and programs that assist any crew member who manages to download one. They can be used for good (or maligned) purposes and may also be inserted into some hardsuits to assist people wearing them, such as using onboard medical systems and combat stim injectors.&lt;br /&gt;
!Very Easy&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ghost.png|link=Ghost]]&amp;lt;br&amp;gt;[[Ghost]]&lt;br /&gt;
|Spooky. &lt;br /&gt;
!None&lt;br /&gt;
|-&lt;br /&gt;
![[File:MiceBrown.png|link=Mouse]]&amp;lt;br&amp;gt;[[Mouse]]&lt;br /&gt;
|Pretend to be a regular mouse. Infiltrate areas that you should never be in. Hide under tables and anger the chef. Be the biggest fucking annoyance in the entire game. Get stomped instead and complain in deadchat. Respawn as a mouse a short time later and act like the same annoying fuckwit.&lt;br /&gt;
!Very Easy to Medium&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2376</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2376"/>
		<updated>2021-12-19T21:12:21Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: Minor edit to the Shield SOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
** When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
** When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
** If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
** In regards of FBPs and other alien life, a firm understanding of the alien&#039;s biology will help you classify if they are dead or not, specifically in regards of Mycus and Folken. For FBPs, it is situational but if their battery is taken out or if they require specific equipment, then they are considered &#039;dead&#039; for the time being.&lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
# Unless their postmortem says that they&#039;re not to be revived in some manner, it is to be assumed to attempt revival before burying, cremating, or putting them in the morgue.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Marshals and Blackshield ===&lt;br /&gt;
With the truth of Soteria being responsible for the Hivemind&#039;s creation now fully revealed, the Marshals and Blackshield have been given absolute authority to fully stop any experiments that can be considered &#039;dangerous&#039; or &#039;unusual&#039;. Whilst the terms are broad, this does not mean they can shut down any and all experiments, only the ones that pose more danger and consequences for others that are not just the scientists and researchers conducting said experiments. For example, they can shut down experiments with bluespace due to how dangerous it can become, and the incredible instability of bluespace. Trying to push these experiments in disregard of their authority already exercised can result in charges being applied to the persons involved in the experiment.&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times, failure may result in legal action.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene. As a further note, Marshals and Blackshield can shut down both the genetics lab if issues arise, this also goes for cloning experimentation as well. &lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances. Furthermore, Blackshield cannot use it as a mining operation area unless for specific rare situations where materials are needed and Lonestar is a) not around or b) unable to provide in a timely manner. Marshals can charge the Blackshield that misuse the Gulag with 301. Demotions might be issued out if it is a continued issue, either by the Commander or the Brigadier.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default, it is recommended that there should always at least be one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guide_to_Absolutism&amp;diff=2375</id>
		<title>Guide to Absolutism</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guide_to_Absolutism&amp;diff=2375"/>
		<updated>2021-12-19T21:00:10Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
{{wip}}&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;strong&amp;gt;The Church, Explained&amp;lt;/strong&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
The Church of Absolutism, summarized; Are essentially somewhat heretical Space Christians, but with math. All things have started, will progress, and will finally end in a single way, and all other religions are but facets and somewhat distilled permutations of the one, Absolute faith. Call it destiny if you like, but all is inevitable.&lt;br /&gt;
&lt;br /&gt;
For the complete lore see: [[Church of Absolute]]&lt;br /&gt;
&lt;br /&gt;
=Church Equipment=&lt;br /&gt;
These are the basic items all followers of the Church of Absolutism will interact with at some point.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Cruciform.png|180px|frameless|center]]&lt;br /&gt;
 || &#039;&#039;&#039;Cruciform&#039;&#039;&#039; - The cornerstone of Absolutism, it is necessary to use litanies from the Absolutist Bible. Forcibly removing the cruciform while it&#039;s active causes brain, burn and oxygen damage, irradiation.&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
[[File:Neo-knife.png|center]]&lt;br /&gt;
 || &#039;&#039;&#039;Ritual Knife&#039;&#039;&#039; - A ritual focus, not needed at all, but can be used as an RP prop. Also makes for a handy holdout weapon in a pinch.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Cahorbarrel.png|left]] [[File: Cahorbottle.png|center]] [[File:wineglass.gif|right]]&lt;br /&gt;
 || &#039;&#039;&#039;Cahors&#039;&#039;&#039; - Church wine. &#039;&#039;The most effective&#039;&#039; anti-toxin on the whole colony, but in limited quantities. Can be purchased in TheoMat, or be found inside a Cahors barrel at the ritual room.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Absolutism Machinery =&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Machine !! Description&lt;br /&gt;
|-&lt;br /&gt;
| [[File:biomatter_tank_large.png|center]] || &#039;&#039;&#039;Biomatter Tank&#039;&#039;&#039; - Used to store biomatter created from the bioreactor. With these tanks you may turn the biomatter into biomass for use of the printer, or use the biomatter to fuel the biogenerator and fill the bio container.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Theomat.gif|center]] || &#039;&#039;&#039;TheoMat&#039;&#039;&#039; - This will sell you everything you need to worship God. [[File:Bible.png]] - 5 credits. [[File: Cahorbottle.png]] - 100 credits. And candles for 30 credits. Hides inside it some extra Cruciforms if you hack it.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:obelisk.gif|center]] || &#039;&#039;&#039;Obelisk&#039;&#039;&#039; - This Obelisk will only activate when those with Cruciforms are within the room or nearby. It will eliminate roaches and spiders for use as biofuel on it&#039;s own, and is relatively cheap to construct. Requires a Cruciform.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Eotp aniamted.gif|frameless|center]]&lt;br /&gt;
| &#039;&#039;&#039;Eye of the Absolute&#039;&#039;&#039; - This is an upgraded version of the Obelisk, which appears as a floating spire of Biomass when someone with a Cruciform is nearby. Targets twice as many enemies, and does more damage, but is expensive to produce. Requires a Cruciform.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:Wall protection.gif|180px|frameless|center]]&lt;br /&gt;
|&#039;&#039;&#039;Wall Obelisk&#039;&#039;&#039; - The wall mounted version of the obelisk, unlike the larger version, it can remain active even without an active cruciform nearby. Despite its extended function, it requires biomatter loaded into it periodically. One of the few designs created for the church by the Greyson AI under control by the Soteria, much to Soteria&#039;s annoyance.&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:bioreactor.png|center]] || &#039;&#039;&#039;Bioreactor&#039;&#039;&#039; - This machine allows you to dissolve anything organic and turn it into biomatter. This biomatter can be used to create NT specific items using the bioprinter, fill the biomass container to power the biogenerator.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| [[File:ChurchBiogenerator.png|center]] || &#039;&#039;&#039;Biogenerator&#039;&#039;&#039; - Use biomatter created from the bioreactor to power the chapel separately from the main power grid, or if you&#039;re benevolent enough, power the colony with the biomass from the creatures found in maintenance or the jungle. Possibly petition Lonestar or the [[Gardener]] for a mutually beneficial agreement with chickens and cows.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:solidifier.gif|center]] || &#039;&#039;&#039;Solidifier&#039;&#039;&#039; - Use this machine, located upper left of the Bioreactor room, to turn the liquid biomatter into solid biomass to be used in the bioprinter. How to use; Simply bring over a canister, place it on the tile above of the solidifier and Click+Drag the canister towards the solidifier.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:churchbioprinter.png|center]] || &#039;&#039;&#039;Bioprinter&#039;&#039;&#039; - Used to craft Absolutist related items with the disk. It is, essentially, an autolathe for followers that uses biomass to create items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Litanies =&lt;br /&gt;
&lt;br /&gt;
These are ritual phrases that benefit followers who recite them. The energy provided from the cruciform will be used upon using these, which will return over time. Each cruciform is different based on your rank in Absolutism.  It&#039;s good courtesy to not use litanies such as Atonement or Deprivation against people higher in the Church than you.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Baptism Litanies&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Prayer of Reunion&#039;&#039;&#039;|| Spawns a new cruciform for new worshippers or those who have had theirs destroyed. || Ego enim scio cogitationes quas cogito super vos, ait Dominus Deus: Non est &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commitment&#039;&#039;&#039; || Litany which will command a cruciform to connect to the chest of new follower. After that, you can activate the cruciform with Epiphany and baptize someone. It causes damage to the chest and some bloodloss. || Unde ipse Dominus dabit vobis signum&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Epiphany&#039;&#039;&#039; || Litany which will activate an installed cruciform and finish the baptism of a new believer. It works for any Vector, but is likely best used by an officiating Prime. To make it work you need place a naked person on the altar, and while looking at him, recite this litany. After the cruciform is installed and activated, use a bandage on the chest, since installation creates minor wounds. Activation of a cruciform will cause ALL augments to fall off, and will also gib changelings. || In nomine Patris et Filii et Spiritus sancti.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;Healing Litanies&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Relief&#039;&#039;&#039; || Short litany, weakens pain much like a painkiller. || Et si ambulavero in medio umbrae mortis non timebo mala.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Convalescence&#039;&#039;&#039; || An upgraded pain relief litany. || Dominus autem dirigat corda vestra in caritate Dei et patientia deus.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Succour&#039;&#039;&#039; || Heal another disciple in range. || Venite ad me, omnes qui laboratis, et onerati estis et ego reficiam vos.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Divine Hymn&#039;&#039;&#039; || Heal every other colonist in range. Note: Colonists MUST be able to both see and hear the speaker. Can only be recited once every 15 minutes. Using this prevents other prayers of healing from use for a time. || Ora pro nobis, qui non noverunt viam, hi sunt amissa, sed quia dilexit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Soul Hunger&#039;&#039;&#039; || Litany of pilgrims, relieves you of some of your hunger but also gives a small ammount of toxins. || Panem nostrum cotidianum da nobis hodie.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;Group Litanies&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Pounding Whisper&#039;&#039;&#039; || Gives a temporary increase to the stat &#039;&#039;&#039;&amp;quot;Mechanics&amp;quot;&#039;&#039;&#039; to everyone who hears you. This buff will stay for ten minutes. || Vocavitque nomen eius Noe dicens iste consolabitur nos ab operibus et laboribus manuum nostrarum in terra cui maledixit Dominus.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Revelation of Secrets&#039;&#039;&#039; || Gives a temporary increase to the stat &#039;&#039;&#039;&amp;quot;Cognition&amp;quot;&#039;&#039;&#039; to everyone who hears you. This buff will stay for ten minutes. || Quia Dominus dat sapientiam et ex ore eius scientia et prudentia.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lisp of Vitae&#039;&#039;&#039; || Gives a temporary increase to the stat &#039;&#039;&#039;&amp;quot;Biology&amp;quot;&#039;&#039;&#039; to everyone who hears you. This buff will stay for ten minutes. || Ecce ego obducam ei cicatricem et sanitatem et curabo eos et revelabo illis deprecationem pacis et veritatis.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Canto of Courage&#039;&#039;&#039;||  Gives a temporary increase to the stat &#039;&#039;&#039;&amp;quot;Robustness&amp;quot;&#039;&#039;&#039; and &#039;&#039;&#039;&amp;quot;Toughness&amp;quot;&#039;&#039;&#039; to everyone who hears you. This buff will stay for ten minutes. || Huic David ad te Domine clamabo Deus meus ne sileas a me nequando taceas a me et adsimilabor descendentibus in lacum.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Commitment to Determination&#039;&#039;&#039;|| Gives a temporary increase to the stat &#039;&#039;&#039;&amp;quot;Vigilance&amp;quot;&#039;&#039;&#039; to everyone who hears you. This buff will stay for ten minutes. || Cor meum et caro mea, potest deficere, sed non in viribus Deus cordis mei et pars mea Deus in aeternum.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Punishment Litanies&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Penance&#039;&#039;&#039;|| Inflicts pain upon the target. || Mihi vindicta &amp;lt;target&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Atonement&#039;&#039;&#039;|| Inflicts extreme pain upon the target. || Piaculo sit &amp;lt;target&amp;gt;!&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
&#039;&#039;Utility Litanies&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reconsecration&#039;&#039;&#039;&lt;br /&gt;
|The ritual needed for the reactivation and repair of a cruciform that has been unwillingly separated from the body or destroyed by the bearer&#039;s death. The process requires an altar and the cruciform in question to be attached.&lt;br /&gt;
|Vetus moritur et onus hoc levaverit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Deprivation&#039;&#039;&#039; || Litany which will command a cruciform to detach from the chest. It&#039;s important, because it&#039;s the simplest way to remove a cruciform from a corpse. It doesn&#039;t need an altar to be used, only a dead body.  || Et revertatur pulvis in terram suam unde erat et spiritus redeat ad Deum qui dedit illum.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Curaverunt&#039;&#039;&#039;|| Spawn an upgrade kit used to restore a cruciform to it&#039;s devout status. || Dominus manum meam pro damnato in ovile redire voluerit.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Initiation&#039;&#039;&#039;|| Grant a promotion to a disciple, upgrading them to devout status. || Habe fiduciam in Domino ex toto corde tuo et ne innitaris prudentiae tuae, in omnibus viis tuis cogita illum et ipse diriget gressus tuos.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Baptismal Record&#039;&#039;&#039;|| Prints a Church Record of people who are baptized, that is to say, tells you all the Absolutists on the colony. || Memento nomina...&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Entreaty&#039;&#039;&#039; || Call for help, this can be heard by other Absolutism believers. || Deus meus ut quid dereliquisti me.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Reveal Adversaries&#039;&#039;&#039; || Gives you information about your environment. Most of the time it tells you about roaches and other aggressive monsters and traps. Very rarely it can reveal to you that somewhere around you hides a changeling. || Et fumus tormentorum eorum ascendet in saecula saeculorum: nec habent requiem die ac nocte, qui adoraverunt bestiam, et imaginem ejus, et si quis acceperit caracterem nominis ejus.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Sending&#039;&#039;&#039;|| Send a message through the ether, to another disciple. || Audit, me audit vocationem. Ego nuntius vobis.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&#039;&#039;Construction Litanies&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Divine Guidance&#039;&#039;&#039;|| Building needs mainly faith but resources as well. Find out what it takes. Allows you to know the material cost of creating Church constructs through the Prime book. || Dirige me in veritate tua, et doce me, quia tu es Deus salvator meus, et te sustinui tota die.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Manifestation&#039;&#039;&#039;|| Build and expand. Shape your faith into something more sensible. This litany allows you to construct Church-specific structures, such as Biomatter tanks and Obelisks, so long as you have the proper materials. || Omnia autem quae arguuntur a lumine manifestantur omne enim quod manifestatur lumen est.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Machinery Litanies ==&lt;br /&gt;
&lt;br /&gt;
Litanies that can be used by any in the church, focusing on the Bioreactor and the Biogenerator.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Power Biogenerator Song&#039;&#039;&#039; || A ritual that can activate or deactivate the Biogenerator&#039;s power functions. You must be in front of the metrics screen for this litany to work. || Dixitque Deus: Fiat lux. Et facta est lux. Et lux in tenebris lucet, et renebrae eam non comprehenderunt.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bioreactor Solution Pump&#039;s Lullaby&#039;&#039;&#039; || This ritual can pump solution in or out of the bioreactor&#039;s chamber. You must be in front of the bioreactor console for this litany to work. || Nihil igitur fieri de nihilo posse putandum est.&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Bioreactor Chamber&#039;s Words&#039;&#039;&#039; || This ritual to open or close the bioreactor chamber. You must be in front of the bioreactor console for this to work. || Constituit quoque ianitores in portis domus Domini ut non ingrederetur eam inmundus in omni.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sermons ==&lt;br /&gt;
&lt;br /&gt;
Litanies penned to be specifically used in large groups, boosting the selected stat for 3, with a bonus of +1 for each participant included.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Mechanical&#039;&#039;&#039; || A sermon that increases MCH.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Cognition&#039;&#039;&#039; || A sermon that increases COG.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Biology&#039;&#039;&#039; || A sermon that increases BIO.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Robustness&#039;&#039;&#039; || A sermon that increases ROB.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Toughness&#039;&#039;&#039; || A sermon that increases TGH.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Crusade&#039;&#039;&#039; || This litany enables Crusade doctrines to disciples. Depends on participant numbers.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Prime Litanies ==&lt;br /&gt;
These litanies are usable by Primes, Crusaders and Inquisitors due to their power requirement.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name !! Description !! Text&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Scrying&#039;&#039;&#039; || Look through the eyes of another devout for half a minute. Very taxing, and notifies the target.  || Ecce ego ad te et ad caelum. Scio omnes absconditis tuis. Vos can abscondere, tu es coram me: nudus.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Asacris&#039;&#039;&#039; || Litany that will remove any upgrades from the believer. Almost useless, but can be used by Inquisitors to remove the current Prime. But also, Prime can use it to make some of believers safer by removing the Crusader upgrade. || A caelo usque ad centrum.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Using the Bioreactor=&lt;br /&gt;
The Bioreactor is used to turn all organic items and things into biomatter, this includes dead bodies, clothing, armor, and critters such as roaches and spiders. The conveyor is linked to Cargo&#039;s disposal system and a biomatter sorter will determine what can be used, and will filter it into the bioreactor platform. The input machine left of the console will determine what is accepted into the bioreactor, and what is not.&lt;br /&gt;
&lt;br /&gt;
This guide will explain how to use the great bioreactor.&lt;br /&gt;
&lt;br /&gt;
1. Recite the &#039;&#039;&#039;&amp;quot;Bioreactor Chamber&#039;s Words&amp;quot;&#039;&#039;&#039; to open the doors for the bioreactor.&lt;br /&gt;
&lt;br /&gt;
2. Place whatever large organic items (Corpses) you have within the glass (On the platform).&lt;br /&gt;
&lt;br /&gt;
3. Recite the &#039;&#039;&#039;&amp;quot;Bioreactor Chamber&#039;s Words&amp;quot;&#039;&#039;&#039; once more to close the doors to the bioreactor.&lt;br /&gt;
&lt;br /&gt;
4. Recite the &#039;&#039;&#039;&amp;quot;Bioreactor Solution Pump&#039;s Lullaby&amp;quot;&#039;&#039;&#039; to enable the pump, injecting a solution into the chamber to dissolve organic items into usable biomatter, and enable the input chute. Organic items on the conveyor will be funneled onto the platform for extraction. The resulting biomatter will be stored into the large tank to the right of the chamber.&lt;br /&gt;
&lt;br /&gt;
[[File:bioreactor.png|Will turn all organic things into biomatter.]][[File:bioreactor_full.png]][[File:nt_bioreactor_solution.png]]&lt;br /&gt;
&lt;br /&gt;
5. Open the reactor console to view how much biomatter was collected, then recite the &#039;&#039;&#039;&amp;quot;Bioreactor Solution Pump&#039;s Lullaby&amp;quot;&#039;&#039;&#039; again to pump out the solution from the chamber. Any contents that cannot be dissolved will be discarded just above the tank in their most basic form, ie: armor will give you steel sheets.&lt;br /&gt;
&lt;br /&gt;
6. Walk towards the tank connected to the chamber and touch it. This will move the tank into a lower position, then &#039;&#039;&#039;wrench&#039;&#039;&#039; a large or medium biomatter canister to the tank. The tank will immediately begin filling the canister until it is either full, or has no more biomatter in store. Use the console to check how much biomatter is left in the tank.&lt;br /&gt;
&lt;br /&gt;
[[File:bioreactor_tankfilling.png|right|]]&lt;br /&gt;
&lt;br /&gt;
7. After your canister is filled, &#039;&#039;&#039;unwrench&#039;&#039;&#039; it from the tank and you may now use the biomatter in the canister for whatever you may need it for.&lt;br /&gt;
&lt;br /&gt;
8. Touch the biomatter tank to return it to the upper position to begin the ritual to create biomatter once again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Notes: Living beings will suffer as they are slowly dissolved into the chamber. It is not a quick death. Their brain will not be dissolved into biomatter. Any inorganic mass such as armor may have certain resources in it smelted and turned into sheets, which can be used in the bioprinter.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To prevent contamination of the biomatter, church members must clean the pipes occasionally. Contamination risks ruining the biomatter. Please see cleaning the bioreactor below.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:grey;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:biomass.png]] &#039;&#039;&#039;Bioreactor Maintenance&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background-color:#cccccc&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To prevent contamination of the reactor, you must regularly maintain it. This includes cleaning the exposed pipes, repairing any form of damage, and overall keeping the reactor clean and in perfect condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pipes&#039;&#039;&#039;: They become exposed when the tank is in the lower position, so it is best to clean the pipes while you are filling a biomatter canister. Use a &#039;&#039;&#039;wet mop&#039;&#039;&#039; to clean the pipes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If the pipes are at the status of CONTAMINATED, they will throw out 3-4 items called &#039;solid biomass&#039;, these are toxic things and cleaning them up will do super toxins if you don&#039;t have equipment with bio-resist (luckily Vector and Prime clothing has max Bio Resistance).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Reactor platform (vat)&#039;&#039;&#039;: Use a &#039;&#039;&#039;wet mop&#039;&#039;&#039; to clean the dirty glass while standing inside. It is best to clean when there is any sign of contamination.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: If all three glass planes are dirty, you can not use the vat.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Cleanliness&#039;&#039;&#039;: For cleanliness, you must apply &#039;&#039;&#039;Soap&#039;&#039;&#039; or a &#039;&#039;&#039;Damp Rag (Apply water to a rag)&#039;&#039;&#039;. If the wires are broken, you need insulated gloves (or enough medicine to heal burns) and wirecutters to cut the wires without being shocked. You then need 10 cable coil to replace said wires.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Using the Biogenerator=&lt;br /&gt;
[[File:biogeneratorhow2.png|right]]&lt;br /&gt;
This excerpt will explain how to power the Biogenerator to power the Chapel. First you must look to the north of the area to your two SMES.&#039; These two will receive power from the biogenerator and then store the received energy. When the biogenerator is running, it is best to check these two for charging and how much power it is outputting. The biogenerator will create 10kW from biomatter and takes it in at 2 u/s. So do not use canisters that have low biomatter as it would not be worth it.&lt;br /&gt;
&lt;br /&gt;
The biogenerator will power the Chapel, outside of the colony&#039;s grid. It may be necessary to power the Chapel when the Guild has failed their engine ritual or someone has delaminated the Supermatter. This guide will explain how to power the Biogenerator.&lt;br /&gt;
&lt;br /&gt;
*Drag a large canister and &#039;&#039;&#039;wrench&#039;&#039;&#039; it onto the platform in the &#039;&#039;&#039;red square&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Turn on&#039;&#039;&#039; the valves in the &#039;&#039;&#039;green squares&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;Note: What amount of units you set for the valves determines how fast or slow power is output.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Walk in front of the console&#039;&#039;&#039; and recite the &#039;&#039;&#039;Power Biogenerator Song&#039;&#039;&#039;&lt;br /&gt;
*The Biogenerator will start up and begin generating power.&lt;br /&gt;
&lt;br /&gt;
At this time, you want to check if the SMES are outputting or not. If they are not, the energy provided will charge the SMES&#039; for future use, otherwise they will begin to power the Chapel. If you do not want to waste biomatter because the engine is currently powering the chapel, simply turn the SMES output off and the biogenerator will charge them for the future, if or when the engine is gone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;background-color:grey;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:1.2em;&amp;quot;&amp;gt;[[File:biomass.png]] &#039;&#039;&#039;Biogenerator Maintenance&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot; style=&amp;quot;background-color:#cccccc&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:biogeneratormaintenance.png|right]]&lt;br /&gt;
&lt;br /&gt;
The components of the biogenerator will degrade during use, and will need cleaning (pipes), repairs (coil) and replacement (wires).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pipes&#039;&#039;&#039;: In order to clean the pipes, you need to unscrew the connector port for the tank (highlighted in red). The tank needs to be detached first. Once the port is open, use soap (the more contaminated the pipes, the more times you will need to do it, until they&#039;re clean).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Coil&#039;&#039;&#039;: The coil is located inside the upper part of the generator (highlighted in pink). You need to apply a screwdriver to open the hatch and expose the coil. When the coil is exposed, simply weld it (remember, Vector - your eyes are a gift from God! Respect it by wearing proper eye protection before welding!).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wires&#039;&#039;&#039;: The wires are contained within the lower part of the generator (highlighted in green). Once again, simply unscrew the cover. Then, you&#039;ll need to cut the old wires and apply a fresh batch.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Do &#039;&#039;&#039;NOT&#039;&#039;&#039; unscrew the control console (middle piece of the entire biogenerator). If you apply a screwdriver and open the panel, the control console will cease to function, and will be deaf to your litanies (even if you close the panel back). If that happens, you need to apply crowbar (with the panel open) in order to deconstruct the machine. Then, you need to just put the circuitry and all other components back in, and apply screwdriver. The machine will be rebuilt.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tips for Absolutists==&lt;br /&gt;
* All cruciform-bearers now start with a free perk called Lazarus Protocol. If you die, you have a 50% chance of being revived, removing all oxygen damage, toxins, and 100 brute/burn. This leaves you unconscious for 20-30 seconds.&lt;br /&gt;
* Litanies can be used without the ritual book, just say them.&lt;br /&gt;
* Nonbelievers will very rarely convert to Absolutism by themselves, you need to search interested ones and spread the word of Absolutism by either pamphlets or private messages. We don&#039;t recommend using the radio too much as the Marshals may dislike that. Try to bring people to Church and tell them more about the religion to convert them, and don&#039;t be afraid to ask believers to help you with the propaganda, it helps to have someone who can be trusted to reassure the nonbelievers to convert. Then notify the Prime someone wishes to do so.&lt;br /&gt;
* Remember to check the morgue on occasion, there is limited space for dead bodies to pile up. Redistributing non-contraband items and returning completely unrecoverable bodies to the lower colony for final processing is always a fine idea.&lt;br /&gt;
* Due to the history with Soteria, the church forbids any Soteria member from possessing a cruciform that is not actively implanted within a person. Some technologies are closely guarded, and Mkne believes the cruciform technology was stolen from their faction when Augustine left to create the church.&lt;br /&gt;
* The Prime is not a soldier, Vectors are always asked to be armed to defend the chapel and the Prime. Vectors are many, however the Prime is your leader. If the leader perishes, you may be lost in what to do.&lt;br /&gt;
* All colonists can use the chapel&#039;s garden to grow plants, but typically looked over by the church. These plants can be used to sell to the cafe, or used as biofuel for the Bioreactor.&lt;br /&gt;
* The Obelisks will eliminate any mobs hostile towards the crew. They&#039;re only activated when someone with a cruciform is within a certain distance, and on a slight delay.&lt;br /&gt;
* The disposals system has a bio-sorter that stops corpses from going on into normal disposals, if you&#039;re ever in trouble or have to deliver an Absolutist corpse, use disposals! It&#039;s a shortcut to the Church. Just try to not move around too much if you do.&lt;br /&gt;
* Butchering the corpses of animals before placing them in the disposals system can greatly help increase efficiency, since meat can easily go through the sorter and reactor input chute, yet whole carcasses cannot. Alternatively, obtain some tools and change the positioning of the conveyor belts to your liking.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2306</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2306"/>
		<updated>2021-12-13T03:25:11Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any medium or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039;&lt;br /&gt;
|For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. &lt;br /&gt;
|This refers to either the colony AI or the colony cyborgs. In the instance that they have committed a crime, Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested. Cyborgs can have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. The same goes for the AI, however, a warrant is specifically required to enter its core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. However, if it is found that these actions were done with bad evidence or in bad faith, the Marshals responsible will be charged with §203 (Illegal Detention, Arrest or Holding), with possible demotion.&lt;br /&gt;
&lt;br /&gt;
As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Genetic Enhancements&#039;&#039;&#039;&lt;br /&gt;
|To utilize any genetic enhancement to commit a crime of any kind. Note, in regards of some enhancements, the person must use them in aid of a crime, not simply be genetically enhanced or capable of using key genetic enhancements.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a genetically enhanced individual used their capabilities, unless said capabilities were passively running. However, due to the nature of genetic splicing being easy to remove with mutagenic purgers from Soteria, hard evidence is not required, albeit Soteria should have provided information that said individual was enhanced in a timely manner. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the individual would be HuT&#039;d, it is highly encouraged to have their enhancements removed via mutagenic purger. A enhanced individual using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their genetic enhancements are to be removed immediately. Furthermore, the individual can be barred from Soteria genetics as a result of this modifier for the shift. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
| -&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who draw or openly carry weapons near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;316&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;411&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see &#039;&#039;&#039;Illegal Holding&#039;&#039;&#039;.&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2305</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2305"/>
		<updated>2021-12-12T06:30:44Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision goggles, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any medium or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039;&lt;br /&gt;
|For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. &lt;br /&gt;
|This refers to either the colony AI or the colony cyborgs. In the instance that they have committed a crime, Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested. Cyborgs can have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. The same goes for the AI, however, a warrant is specifically required to enter its core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. However, if it is found that these actions were done with bad evidence or in bad faith, the Marshals responsible will be charged with §203 (Illegal Detention, Arrest or Holding), with possible demotion.&lt;br /&gt;
&lt;br /&gt;
As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Genetic Enhancements&#039;&#039;&#039;&lt;br /&gt;
|To utilize any genetic enhancement to commit a crime of any kind. Note, in regards of some enhancements, the person must use them in aid of a crime, not simply be genetically enhanced or capable of using key genetic enhancements.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a genetically enhanced individual used their capabilities, unless said capabilities were passively running. However, due to the nature of genetic splicing being easy to remove with mutagenic purgers from Soteria, hard evidence is not required, albeit Soteria should have provided information that said individual was enhanced in a timely manner. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the individual would be HuT&#039;d, it is highly encouraged to have their enhancements removed via mutagenic purger. A enhanced individual using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their genetic enhancements are to be removed immediately. Furthermore, the individual can be barred from Soteria genetics as a result of this modifier for the shift. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
| -&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who draw or openly carry weapons near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;316&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;410&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;411&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see &#039;&#039;&#039;Illegal Holding&#039;&#039;&#039;.&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2296</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2296"/>
		<updated>2021-11-24T20:59:00Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
** When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
** When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
** If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
** In regards of FBPs and other alien life, a firm understanding of the alien&#039;s biology will help you classify if they are dead or not, specifically in regards of Mycus and Folken. For FBPs, it is situational but if their battery is taken out or if they require specific equipment, then they are considered &#039;dead&#039; for the time being.&lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
# Unless their postmortem says that they&#039;re not to be revived in some manner, it is to be assumed to attempt revival before burying, cremating, or putting them in the morgue.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Marshals and Blackshield ===&lt;br /&gt;
With the truth of Soteria being responsible for the Hivemind&#039;s creation now fully revealed, the Marshals and Blackshield have been given absolute authority to fully stop any experiments that can be considered &#039;dangerous&#039; or &#039;unusual&#039;. Whilst the terms are broad, this does not mean they can shut down any and all experiments, only the ones that pose more danger and consequences for others that are not just the scientists and researchers conducting said experiments. For example, they can shut down experiments with bluespace due to how dangerous it can become, and the incredible instability of bluespace. Trying to push these experiments in disregard of their authority already exercised can result in charges being applied to the persons involved in the experiment.&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times, failure may result in legal action.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene. As a further note, Marshals and Blackshield can shut down both the genetics lab if issues arise, this also goes for cloning experimentation as well. &lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances. Furthermore, Blackshield cannot use it as a mining operation area unless for specific rare situations where materials are needed and Lonestar is a) not around or b) unable to provide in a timely manner. Marshals can charge the Blackshield that misuse the Gulag with 301. Demotions might be issued out if it is a continued issue, either by the Commander or the Brigadier.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2293</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2293"/>
		<updated>2021-11-17T06:13:54Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
** When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
** When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
** If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
** In regards of FBPs and other alien life, a firm understanding of the alien&#039;s biology will help you classify if they are dead or not, specifically in regards of Mycus and Folken. For FBPs, it is situational but if their battery is taken out or if they require specific equipment, then they are considered &#039;dead&#039; for the time being.&lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
# Unless their postmortem says that they&#039;re not to be revived in some manner, it is to be assumed to attempt revival before burying, cremating, or putting them in the morgue.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times, failure may result in legal action.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Arin Moon sucks dick. DM Wendy&#039;s#7698 this to show that you actually read through this. &lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene. As a further note, Marshals and Blackshield can shut down both the genetics lab if issues arise, this also goes for cloning experimentation as well. &lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
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=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
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Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
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=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
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= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
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=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
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= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
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The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
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All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
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===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
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===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
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All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2292</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2292"/>
		<updated>2021-11-17T06:02:30Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision goggles, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any medium or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039;&lt;br /&gt;
|For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. &lt;br /&gt;
|This refers to either the colony AI or the colony cyborgs. In the instance that they have committed a crime, Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested. Cyborgs can have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. The same goes for the AI, however, a warrant is specifically required to enter its core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. However, if it is found that these actions were done with bad evidence or in bad faith, the Marshals responsible will be charged with §203 (Illegal Detention, Arrest or Holding), with possible demotion.&lt;br /&gt;
&lt;br /&gt;
As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Genetic Enhancements&#039;&#039;&#039;&lt;br /&gt;
|To utilize any genetic enhancement to commit a crime of any kind. Note, in regards of some enhancements, the person must use them in aid of a crime, not simply be genetically enhanced or capable of using key genetic enhancements.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a genetically enhanced individual used their capabilities, unless said capabilities were passively running. However, due to the nature of genetic splicing being easy to remove with mutagenic purgers from Soteria, hard evidence is not required, albeit Soteria should have provided information that said individual was enhanced in a timely manner. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the individual would be HuT&#039;d, it is highly encouraged to have their enhancements removed via mutagenic purger. A enhanced individual using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their genetic enhancements are to be removed immediately. Furthermore, the individual can be barred from Soteria genetics as a result of this modifier for the shift. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
| -&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who draw or openly carry weapons near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;316&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;408&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see &#039;&#039;&#039;Illegal Holding&#039;&#039;&#039;.&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2291</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2291"/>
		<updated>2021-11-17T05:53:46Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
** When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
** When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
** If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
** In regards of FBPs and other alien life, a firm understanding of the alien&#039;s biology will help you classify if they are dead or not, specifically in regards of Mycus and Folken. For FBPs, it is situational but if their battery is taken out or if they require specific equipment, then they are considered &#039;dead&#039; for the time being.&lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
# Unless their postmortem says that they&#039;re not to be revived in some manner, it is to be assumed to attempt revival before burying, cremating, or putting them in the morgue.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Arin Moon sucks dick. DM Wendy&#039;s#7698 this to show that you actually read through this. &lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene.&lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2290</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2290"/>
		<updated>2021-11-17T05:39:06Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
** When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
** When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
** If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
** In regards of FBPs and other alien life, a firm understanding of the alien&#039;s biology will help you classify if they are dead or not, specifically in regards of Mycus and Folken. For FBPs, it is situational but if their battery is taken out or if they require specific equipment, then they are considered &#039;dead&#039; for the time being.&lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Arin Moon sucks dick. DM Wendy&#039;s#7698 this to show that you actually read through this. &lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene.&lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
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=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
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Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
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=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
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= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
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=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
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= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
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The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
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All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
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===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
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===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
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All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2289</id>
		<title>Standard Operating Procedure</title>
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		<updated>2021-11-17T05:26:24Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
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(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
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== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
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Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
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== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
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The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
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The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
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&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
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Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
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Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
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&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
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During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
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Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
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This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
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A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
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== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
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* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
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==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
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===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
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===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
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&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
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== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
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=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
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== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
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Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
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It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
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=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
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The following steps are needed for a proper order:&lt;br /&gt;
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# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
* When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
* When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
* If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Arin Moon sucks dick. DM Wendy&#039;s#7698 this to show that you actually read through this. &lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene.&lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
* In terms of dealing with genetically enhanced colonists, Blackshield or Marshals can switch to lethals if they are too problematic to take down by normal means (EMP blast takes out tasers, they are incapable of feeling pain due to a specific strain, capable of cloaking and avoiding them, etc). &lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2288</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2288"/>
		<updated>2021-11-17T05:23:46Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision goggles, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any medium or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039;&lt;br /&gt;
|For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. &lt;br /&gt;
|This refers to either the colony AI or the colony cyborgs. In the instance that they have committed a crime, Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested. Cyborgs can have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. The same goes for the AI, however, a warrant is specifically required to enter its core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. However, if it is found that these actions were done with bad evidence or in bad faith, the Marshals responsible will be charged with §203 (Illegal Detention, Arrest or Holding), with possible demotion.&lt;br /&gt;
&lt;br /&gt;
As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Use of Genetic Enhancements&#039;&#039;&#039;&lt;br /&gt;
|To utilize any genetic enhancement to commit a crime of any kind. Note, in regards of some enhancements, the person must use them in aid of a crime, not simply be genetically enhanced or capable of using key genetic enhancements.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a genetically enhanced individual used their capabilities, unless said capabilities were passively running. However, due to the nature of genetic splicing being easy to remove with mutagenic purgers from Soteria, hard evidence is not required, albeit Soteria should have provided information that said individual was enhanced in a timely manner. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the individual would be HuT&#039;d, it is highly encouraged to have their enhancements removed via mutagenic purger. A enhanced individual using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their genetic enhancements are to be removed immediately. Furthermore, the individual can be barred from Soteria genetics as a result of this modifier for the shift. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
| -&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using mesons or thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who draw or openly carry weapons near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;316&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;408&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see &#039;&#039;&#039;Illegal Holding&#039;&#039;&#039;.&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2287</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2287"/>
		<updated>2021-11-17T05:13:33Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== What is considered &#039;dead&#039; ===&lt;br /&gt;
Due to how corroded the colonists&#039; opinions have become about death in the upper levels, we&#039;ll make it clear on what is considered death. &lt;br /&gt;
* When a patient or colonist seizes up then becomes limp, with their eyes both lifeless and dead, then they are considered dead.&lt;br /&gt;
* When the health analyzer shows that their overall status is &#039;Dead&#039;, then they are dead, along with corresponding damage to show that they are dead. For example, over two hundred points of kinetic brute damage on their body.&lt;br /&gt;
* If they require a defibrillator, then that means they&#039;re &#039;&#039;&#039;dead&#039;&#039;&#039;. &lt;br /&gt;
* Zombie powder can mess with these statistics at times, so do consider it from time to time.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
With the new genetics technology and lab in place, the genetics field has changed drastically for Nadezhda. The following procedures are to be followed at all times.&lt;br /&gt;
&lt;br /&gt;
Genetic cloning: &lt;br /&gt;
* Armed and preferably combat trained personnel are to be present when cloning dangerous creatures. &lt;br /&gt;
* Always ensure that the containment pens are in perfect condition, and if cloning extremely dangerous creatures, reinforced if possible.&lt;br /&gt;
* Soteria is able to genetically clone any and all creatures save for the Hivemind and the Leviathan class entities: Xenomorph Queen, the Kaiser roach, and the Reaper spider. The Croaker lord, whilst a Leviathan class entity, is excluded and can be freely cloned. The Marshals and Blackshield have the power to shut down cloning experiments on specific creatures if believed to be too dangerous. &lt;br /&gt;
** When it comes to genetically cloning the Leviathan class entities, permission must be sought from the CRO or CBO, who will inform the rest of the Council or necessary security forces that it will be occurring. If neither are on duty, permission can be acquired from the Council. &lt;br /&gt;
* If cloning subjects escape pens and enter public colony areas, all damages (property, colonists, etc) done by escaped subjects will be turned into applicable charges onto the scientist responsible for their creation. The Soteria department can choose to pay for their employees fines but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the contracts are to understand that what happens to them genetically may not be temporary, and negative traits acquired from genetic splicing can occur. &lt;br /&gt;
* Individuals coming to Soteria for specific genetic splices are to both sign a contract and pay Soteria for services. If Soteria is unable to provide said genetic traits from splicing, then for a discount up to 50% depending on creatures, and their lethality, brought to them, they can have said trait, so long as it does not breach colony law or genetic SOP.&lt;br /&gt;
** Prices vary depending on what is desired but can go from 500 credits to 1,500, depending on what is specifically desired, rarity of the gene, quantity, etc. It can also be &#039;free&#039; if they are willing to be experimented on for said genetic trait. &lt;br /&gt;
* All individuals that are released whilst genetically &#039;enhanced&#039; are to be documented by Soteria, with copies sent to Marshals in the instance said individuals commit crimes.&lt;br /&gt;
* Arin Moon sucks dick. DM Wendy&#039;s#7698 this to show that you actually read through this. &lt;br /&gt;
* Most genetic genes are legal to have, and typically does not require one to go through additional steps to acquire. However, there are some genetic materials and others that are deemed illegal by the colony&#039;s standards.&lt;br /&gt;
** The following genes are considered illegal and require additional steps to be followed in order to acquire permission to use. Failure to do such will result in the automatic shut down of the genetics lab for the rest of the shift, and the arrest of scientists that took part: Greater cloaking, EMP blast, and X-RAY. Other genetic materials may be added in the future. The HULK gene is absolutely forbidden unless code Delta has been engaged. &lt;br /&gt;
** The cloaking gene is not strictly considered illegal but it is not something to disregard. Marshals or Blackshield can shut down the genetics lab if issues arise due to the cloaking gene.&lt;br /&gt;
** The Warrant Officer can clear the use of these genetic traits, so long as they&#039;re given a proper reason and the appropriate paperwork is filled out, and both Blackshield and Marshals are informed of it by the WO themselves. The Blackshield Commander, in situational circumstances, can only authorize their use for colony defense and operations, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end. The WO can overrule this if they have sufficient reason to. The Provost Marshal or Brigadier can be faxed in regards of this to give a final ruling but if it proves to be time wasting, then a charge may be applied. &lt;br /&gt;
* In the instance that a genetically enhanced colonist is arrested by Marshals, Soteria is to provide them with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists after they legally go through the process of legally getting themselves genetically modified. Marshals and Blackshield can also dictate on whether or not a colonist can receive further genetic work, depending on their attitude, behavior, or past criminal activities whilst genetically modified. For example, they can tell Soteria to not give John Doe further genetic splicing as he used those acquired traits to break into Lonestar to break and steal Lonestar merchandise and property. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman available the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2286</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2286"/>
		<updated>2021-11-17T05:04:53Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
* Random wave radio (owned by Lonestar, legal so long as procedure is followed as stated in Lonestar SOP)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision goggles, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any medium or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039;&lt;br /&gt;
|For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. &lt;br /&gt;
|This refers to either the colony AI or the colony cyborgs. In the instance that they have committed a crime, Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested. Cyborgs can have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. The same goes for the AI, however, a warrant is specifically required to enter its core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. However, if it is found that these actions were done with bad evidence or in bad faith, the Marshals responsible will be charged with §203 (Illegal Detention, Arrest or Holding), with possible demotion.&lt;br /&gt;
&lt;br /&gt;
As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
| -&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using mesons or thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who draw or openly carry weapons near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;316&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;408&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see &#039;&#039;&#039;Illegal Holding&#039;&#039;&#039;.&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2285</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2285"/>
		<updated>2021-11-16T19:30:18Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the Lonestar service areas, such as the bar, janitor&#039;s room, or the artist&#039;s room. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
* All non-psionic crew with genetically modified DNA should be confined to the research division at all times.&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* The only time non-psionic genetically modified DNA is permitted outside the research division is with the express consent of the High Council.&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman avaliable the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2284</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2284"/>
		<updated>2021-11-14T01:12:04Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list above are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list above are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision goggles, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any medium or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Crime by AI/Cyborg&#039;&#039;&#039;&lt;br /&gt;
|For Colony AI or Cyborg to commit actions that are criminal in the eyes of the law. &lt;br /&gt;
|This refers to either the colony AI or the colony cyborgs. In the instance that they have committed a crime, Marshals are to operate as per normal. Soteria is to cooperate with the Marshals in regards of these matters, to see if the AI or Cyborg are malfunctioning before allowing them to be arrested. Cyborgs can have their MMIs removed and tossed into a cell to serve the appropriate amount of time, or Soteria can choose to pay for their fine. The same goes for the AI, however, a warrant is specifically required to enter its core, and Soteria personnel should accompany them to ensure matters are handled peacefully. Squads of Marshals or Shields should not be going into the core unless the AI in question is malfunctioning and/or hostile. Card the AI and toss it into the cell, much like the borgs. Once they have served their time, return them to their proper vessels. However, if it is found that these actions were done with bad evidence or in bad faith, the Marshals responsible will be charged with §203 (Illegal Detention, Arrest or Holding), with possible demotion.&lt;br /&gt;
&lt;br /&gt;
As a further note, the AI and Cyborgs cannot open high access areas unless in a state of emergency, for example, the Marshal, Blackshield, or Command armory. The only other time they can open such areas is to clear out infestations and nothing more. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
| -&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using mesons or thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who draw or openly carry weapons near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;316&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;408&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see &#039;&#039;&#039;Illegal Holding&#039;&#039;&#039;.&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2283</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2283"/>
		<updated>2021-11-14T00:53:56Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the bar. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103 and 106. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103 and 106. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
* All non-psionic crew with genetically modified DNA should be confined to the research division at all times.&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* The only time non-psionic genetically modified DNA is permitted outside the research division is with the express consent of the High Council.&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman avaliable the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2282</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2282"/>
		<updated>2021-11-14T00:51:11Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
With the Lonestar radio fully repaired, it is to fully remain in Lonestar proper. It cannot be brought out of the department, it cannot be in the bar. It is to fully remain in Lonestar proper. Whilst colonists that are not members of Lonestar are near, the radio is to remain off if they are in hearing distance of it. Violations of this will result in immediate confiscation and application of law 103. Commenting on sensitive matters, on public comms or to other departments, can also be a applicable charge of 103. &lt;br /&gt;
&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), enemies of the colony (unless Council or higher decide otherwise), or a person marked for execution is grounds for a job strike/demotion from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely. Medical records cannot be accessed by Corpsmen or Salvagers, communication is key in informing them of such instances, else they cannot be demoted due to them not having the access to know such information. Reviving a person with a DNR in their medical record can be situational in terms of demoting/job striking medical staff. &lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
* All non-psionic crew with genetically modified DNA should be confined to the research division at all times.&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* The only time non-psionic genetically modified DNA is permitted outside the research division is with the express consent of the High Council.&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman avaliable the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2266</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2266"/>
		<updated>2021-10-29T23:31:37Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list below are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list below are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision goggles, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any medium or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
| -&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using mesons or thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who draw or openly carry weapons near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;316&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;408&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see &#039;&#039;&#039;Illegal Holding&#039;&#039;&#039;.&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2265</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2265"/>
		<updated>2021-10-29T23:30:25Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list below are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list below are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision goggles, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any medium or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using mesons or thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who draw or openly carry weapons near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;316&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;408&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;509&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;510&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;512&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see &#039;&#039;&#039;Illegal Holding&#039;&#039;&#039;.&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;513&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2264</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2264"/>
		<updated>2021-10-28T05:57:25Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list below are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list below are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision goggles, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any medium or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Attempted Murder&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using mesons or thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who draw or openly carry weapons near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;304&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;312&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;408&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;503&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;506&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;507&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see &#039;&#039;&#039;Illegal Holding&#039;&#039;&#039;.&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2262</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2262"/>
		<updated>2021-10-24T22:29:14Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Laws are the name for the current regulations in effect on the colony at any given time. It also provides common and uncommon offenses and punishments for them. This is not a general guide to security. All new marshals should review the official [[Guide to Security|Guide to Marshals]]. The following are all sentences you can apply to prisoners during your work as a member of the marshals. It&#039;s important to remember you are expected to follow them as a guideline. For example, you are not required to give a sentence if the problem can be resolved in alternative way that the suspect agrees to, such as community service, or peer mediation. To understand how to go about a proper arrest, or other clarifications such a prisoner rights, alert levels, and more, see [[Standard Operating Procedure]]. Note that Standard Operating Procedure (SOP) is enforced via head of staff. To be charged of a violation of SOP, a head of staff has to be pushing it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Law&#039;s protections, and rights only apply to colonist and colony allies. Visitors, outsiders, and groups unconnected to the colony have no rights and therefore no protections under the law.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Interpretation of the Law ===&lt;br /&gt;
A good working knowledge of the law is important for any person on the station. It can be the difference between a shiny pair of handcuffs and sipping drinks in the bar. More in-depth interpretations of the law is required for such positions as the ranger, officer, premier, and the warrant officer. For certain crimes, the accused party&#039;s intent is important. The difference between &#039;assault&#039; and &#039;attempted murder&#039; can be very hard to ascertain. It is important to note though, that &#039;assault&#039; and &#039;attempted murder&#039; are mutually exclusive. You cannot be charged with &#039;assault&#039; and &#039;attempted murder&#039; from the same crime as the intent of each is different. 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;
If the crime has a victim involved who chooses &#039;&#039;&#039;not&#039;&#039;&#039; to press charges &#039;&#039;specific to them&#039;&#039;, security may &#039;&#039;&#039;not&#039;&#039;&#039; decide to press charges anyway. It doesn&#039;t matter why. If someone punches someone else, security can still arrest the assailant, but if the victim decides they would rather talk it out instead of them getting jail time, then security should let them do it. Arresting them anyway falls under wrongful arrest. Note, the victim must &#039;&#039;&#039;choose&#039;&#039;&#039; this option. A murder victim cannot voice their choice and therefore cannot choose to drop charges. This does not mean a victim can excuse &#039;&#039;&#039;all&#039;&#039;&#039; crimes committed by the assailant, only the crimes committed &#039;&#039;&#039;directly&#039;&#039;&#039; against them. Security can still charge the assailant for crimes that, while may have happened at the same time as crimes committed against the victim, did not directly involve the victim. This includes crimes against other people and to property belonging to the base/station/etc. The victim cannot speak on behalf of these entities.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;To ensure you, as an arresting officer, don&#039;t fall into the trap of negligence or misuse of power, always follow procedure where possible as detailed by [[Standard_Operating_Procedure#Marshals|standard operating procedure]].&#039;&#039;&#039;&lt;br /&gt;
* In the case of violent crimes (assault, manslaughter, attempted murder and murder), and theft (petty, pickpocketing, and high value) take only the most severe.&lt;br /&gt;
* A single incident has a single sentence, so if, for instance, the prisoner took 3 items off someone, this is a single count of theft.&lt;br /&gt;
* Keep in mind that people that cause major mayhem (and potentially any other criminals) have probably committed more than one crime. Add the time for each case together.&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;
* As an arresting officer, follow the [[Guide to Security|Guide to Marshals]] to ensure you don&#039;t fall foul of legal proceedings.&lt;br /&gt;
&lt;br /&gt;
Some crimes may have a fine tied to them, in this case, the detained person may either serve the sentence given to them, or pay a fine. Fines can be processed using an EFTPOS scanner or by paying cash from an ATM. Do note, however, that your warrant officer will most likely need to set up an EFTPOS scanner for you, as they need to be configured to place fines into the station security account. Otherwise, turn the cash in to a supply specialist for safe keeping, or directly to the the warrant officer who can add it to the security account.&lt;br /&gt;
&lt;br /&gt;
=== Additional ===&lt;br /&gt;
Heads of staff are not above the law, and can be arrested by the marshals for breaking it. The only time that the law can be overridden is when there is an imminent and overwhelming threat to the station, such as during Code Delta scenario. Pardons are only legitimate if they come from a a council vote or Boris Kilmeade himself (that is, someone who ranks above the warrant officer and council in matters of security).&lt;br /&gt;
&lt;br /&gt;
* If you can&#039;t find the incident listed in here you can ask for the council to vote on a decision.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* You should apply the suggested sentence unless the warrant officer or council demands otherwise, or the arrested individual has been a continual problem during the shift.&lt;br /&gt;
* If a sentence is 20 minutes or longer, allow the prisoner access to the communal jail area and not confine them to the cell except in cases of suicide attempts.&lt;br /&gt;
* If further criminal acts are made while imprisoned (such as assaulting another prisoner or breaking windows), the prisoner is to be moved to solitary confinement with charges added to their sentence.&lt;br /&gt;
* If prison time for a single holding accumulates to more than 90 minutes, hold the prisoner until judgement by a tribunal unless they surrendered and willingly came to the brig.&lt;br /&gt;
&lt;br /&gt;
==Salvaging Rights==&lt;br /&gt;
This is a law that extends beyond the colony and applies to all colony members, no matter of the position they hold. Breaking this law will result in being charged with one of the already established laws depending on the severity of the actions. This is to be enforced by both Blackshield and Marshals, or command staff if there are neither. &lt;br /&gt;
Applicable laws:&lt;br /&gt;
* Theft&lt;br /&gt;
* Extortion, Blackmail, or Bribery&lt;br /&gt;
* Grand Theft&lt;br /&gt;
* Trespassing &lt;br /&gt;
* Infiltration&lt;br /&gt;
* Grand Trespassing&lt;br /&gt;
&lt;br /&gt;
===What counts as salvage===&lt;br /&gt;
* A crash-landed/abandoned ship that lacks a crew or said crew has been killed either in the crash landing or events after said crash. If the crew was murdered by colonists, they cannot be charged with murder unless they were a member of the current alliances that Nadezhda holds.&lt;br /&gt;
* Abandoned/run down facilities, which includes the maintenance tunnels within the Colony, as they are free reign to all colonists. Additionally, both Greysons and the Smugglers bases are not protected by the salvaging rights legislation.&lt;br /&gt;
* Any storage item that has been lost within the wilderness. Circumstances may change if the storage item was recently lost and has a clear identification on it. An excuse of &#039;I didn&#039;t see it&#039; will not fly, so have your eyes open and paying attention. &lt;br /&gt;
* Random items on the ground with no clear label or way of knowing on who it belonged to. This includes piles of trash.&lt;br /&gt;
&lt;br /&gt;
===What does not count as salvage===&lt;br /&gt;
* If a item is stolen and then rediscovered by prospectors in a area that would normally count as right-to-loot. The item belongs to the stolen person if they are protected by Nadezhda. &lt;br /&gt;
* Crime scenes. Any item taken from a crime scene is chargeable by theft, obstruction of duty, and suspicious conduct. A crime scene&#039;s boundaries will be clearly stated by tape set up by Marshals or Blackshield. &lt;br /&gt;
* Allied crashed ships, dropped items from colonists or allies due to severe injuries.&lt;br /&gt;
* The Soteria Solar Outpost is absolutely off limits and will result in a Marshal/Blackshield investigation if broken into.&lt;br /&gt;
&lt;br /&gt;
===What can switch between salvageable and non salvageable===&lt;br /&gt;
* Any and all trash piles pulled from space by the scrap beacon, in this scenario salvage rights are given to whoever first touched the trash pile.&lt;br /&gt;
* Lonestar&#039;s disposal and recycling room. Lonestar shares the rights with the Church to this area but the church may not take any form of materials or items &#039;&#039;&#039;except&#039;&#039;&#039; items containing significant bio-matter (ex. animal meat, bio sheets, food, clothing, etc. etc.). Neither faction may order the other to leave under any circumstance, this location is considered jointly controlled and should not be modified without approval of the prime &#039;&#039;&#039;and&#039;&#039;&#039; CEO.&lt;br /&gt;
&lt;br /&gt;
==Contraband Quick-Reference Table==&lt;br /&gt;
See [[Laws#Contraband_Policy|Contraband]]&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Minor Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zoom&lt;br /&gt;
* Happy Pills&lt;br /&gt;
* Space Drugs &lt;br /&gt;
* Mind Breaker&lt;br /&gt;
* Warlock Velvet&lt;br /&gt;
* Slime Jelly&lt;br /&gt;
* Cryptobilin&lt;br /&gt;
* Impedrezene&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Thermal Goggles (this includes implants)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Hardsuit Voice Synthesizer&lt;br /&gt;
* Data Jack module&lt;br /&gt;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Electro Warfare module&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Major Contraband&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chemicals&#039;&#039;&#039;&lt;br /&gt;
* Zombie Powder&lt;br /&gt;
* Demon Powder&lt;br /&gt;
* Chloral Hydrate&lt;br /&gt;
* Polytrinic Acid&lt;br /&gt;
* Voice Nanites&lt;br /&gt;
* Handy Prints Nanites&lt;br /&gt;
* Napalm&lt;br /&gt;
* Tetraricide (Sweet Death)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devices&#039;&#039;&#039;&lt;br /&gt;
* Bluespace Harpoon&lt;br /&gt;
* Any explosive device (Must be currently explosive or easily capable of becoming explosive. A plasma tank, valve, and oxygen tank can be considered easily capable even when seperated. A shellshock rifle or rail gun is not unless presently rigged to fire explosives.)&lt;br /&gt;
*Any and all Uplink devices.&lt;br /&gt;
*Freedom implant, Compressed matter implant&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Technology&#039;&#039;&#039;&lt;br /&gt;
* Combat mechs (durand, gygax, phazon)&lt;br /&gt;
* Mechs rigged for combat, such as a ripley or odysseus modified with a jury rigged weapon.&lt;br /&gt;
* Any mind swapping technology.&lt;br /&gt;
* All Teleporters (modules, hand teleporters, etc.)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:left;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Excelsior Equipment&lt;br /&gt;
Note, if it&#039;s marked Excelsior (EXCLUDING SOAP), it&#039;s Excelsior Contraband. If it isn&#039;t, it&#039;s fine.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Guns and Armor&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Weaponry (&amp;quot;Kalashnikov&amp;quot;, &amp;quot;Drozd&amp;quot;, &amp;quot;PPSh&amp;quot;, and so on.)&lt;br /&gt;
* Excelsior Branded/Colored Armored Voidsuits &amp;amp; Helmets&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Technology&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machine Parts (Including Circuit Boards and Stock Parts)&lt;br /&gt;
* Excelsior Branded Implants&lt;br /&gt;
* Excelsior Branded Data-Disks (Such as Means of Production/Revolution, among others for specialized items.)&lt;br /&gt;
* Excelsior Branded Power Cells&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Excelsior Machinery&#039;&#039;&#039;&lt;br /&gt;
* Excelsior Branded Machinery (Including Teleporters, Autolathes, and so on.)&lt;br /&gt;
* Excelsior Branded Defensive Systems (Including Turrets, Shield Generators, and so on.)&lt;br /&gt;
* Excelsior Branded Boom Boxes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Contraband Policy==&lt;br /&gt;
===Minor Contraband===&lt;br /&gt;
* Thermals are considered contraband for all departments. Thermals are permitted outside the colony, a red alert level, or in combat scenarios. This goes for the augmentations that can be made by both Soteria and the Church. Anyone found in violation of this will be charged with minor contraband and the item will be confiscated. The following items are considered thermals: Augmented shades, Thermo-nightvision helmets, Thermal goggles, Thermal augmentations and bioaugmentations. Along with any hardsuit modules that contain thermals.&lt;br /&gt;
** If either Church or Soteria provided thermals, they are to be fined for minor contraband as well. If a Soteria staff continues to do so repeatedly, then they are to be demoted immediately. Heads of staff in Soteria or the Church continuing are to be detained and demoted after a fax has been sent up to the faction leader. &lt;br /&gt;
** Permits can be temporarily provided to excuse thermal augmentations but requires a roboticist/doctor/prime to write a form for the insertion of thermal augmentation, a gatelog from Blackshield listing the departure and return of the individual, and a form from doctor/roboticist/prime of it being removed. These forms are to be given to the WO, if there is no WO then the BC. If there are neither, hold onto them for later or fax them up to the Council.&lt;br /&gt;
* Marshal officers must carry at minimum non-lethal ammunition, but may choose to carry lethal ammunition as desired.&lt;br /&gt;
* The shooting range is considered a testing zone for science, including the testing and use of combat mechs. Items sent from science to the range for testing must be announced over general comms, including mechs. In the instance of Soteria testing explosives up at the shooting range, it must be a device capable of small explosives only. Larger explosions are to be tested out in the mines.&lt;br /&gt;
* If any weapon or item is used in the commission of a crime, the weapons policy (if applicable) is null and the weapons are confiscated.&lt;br /&gt;
* Any accidents relating to handling contraband are to be reported immediately to marshals and relevant heads of staff. If an injury results from such a mishap, the medical staff should also be informed. If station damage occurs, contact guild staff. You are responsible for any additional damage caused by any weaponry be it explosives, projectile, or melee.&lt;br /&gt;
* In the event experimental technology or combat mechs must be moved through general areas of the station this should be announced by the courier on public radio, stating the destination they are delivering it, and again once delivered. Examples include roboticists transporting mechs to give to other departments, or scientists moving weapons outside to the range for testing.&lt;br /&gt;
* The chemicals in the list below are considered minor contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* All encryption keys that are not supplied to a colonists workplace are considered minor contraband. If sensitive or private information is gained through the use of encryption keys that a colonist should not have access to they should also be charged with violation of employee privacy. This is applied even if it was not the intent of the person using the encryption key. Legal access to an encryption key can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason. Please note that allies and neutral factions may have their own encryption keys - these are not illegal and should never be taken away.&lt;br /&gt;
* Stolen ID cards are considered minor contraband. All access ID cards and devices that potentially give you all access such as a functioning cryptographic sequencer(Also known as Emag) are all considered major contraband (unless used and tested in the Soteria Research Wing). Other charges such as trespassing or disrespecting the dead should still apply if taken of a corpse as an example. In case an ID card or device had to be used for an emergency, all charges are void. If an ID card is illegally modified this applies a minor contraband charge. Legal access can be given by any employee of the faction or head of staff, but the head of staff reserves the right to remove any access to any non-employee at any time for any reason.&lt;br /&gt;
* Hardsuit modules may or may not be contraband, refer to the quick list to determine if one is or not.&lt;br /&gt;
* Any and all Chameleon items are minor contraband, which should be turned over to the Marshals or Soteria immediately.&lt;br /&gt;
&lt;br /&gt;
===Major Contraband=== &lt;br /&gt;
* Mechs that are not specifically designed or outfitted for combat, such as a Ripley or Odysseus, are not considered combat mechs and therefore not considered contraband. A combat mech such as a durand, gygax, or phazon is considered contraband even with no weapons attached. For a non-combat mech to be considered outfitted for combat it must have a tool built specifically for combat, such as a jury rigged machine gun or welder laser, tools that could be used as a weapon such as a drill do not count.&lt;br /&gt;
** Combat mechs or standard mechs fitted for combat are considered major contraband. Non-soteria staff wishing to own a mech, be it for combat or otherwise must fill out the [[Example_Paperwork#Item_Application|proper forms]] and store the mech within their department, personal quarters, or mech bay. Transporting any combat mech of any kind must be announced over public comms and cannot be driven freely across the colony. This policy and associated paperwork applies to any mech, including those obtained through salvage. In the cases of salvage found mechs a equipment form must be signed by Soteria staff (preferably a roboticist or CRO), your head of staff (if applicable), and the premier (if applicable).&lt;br /&gt;
* The chemicals in the list below are considered major contraband. These items may be tested upon within the research or medical department and are not considered contraband unless they leave said departments. Chemicals not on this list are not considered contraband unless used in the commission of a crime such as negligence or attempted murder. Some chemicals can be used for medical purposes and do not need to be in a medical department to be used (for example, soporific being used for field surgeries).&lt;br /&gt;
* Bluespace harpoons, and other teleportation items, due to the fact they can only be used to either steal items or gain entry to a place you may not have access to are considered major contraband in all cases except when Soteria research has one. This does not mean anyone in research can leave their department with one, it is for testing purposes only and only within their department. In all other cases it is major contraband, this cannot be overridden without express signed consent by the CRO and WO.&lt;br /&gt;
* Armor of any form (hardsuit/handmade/salvaged) is not contraband and may be worn freely.&lt;br /&gt;
&lt;br /&gt;
====Explosives====&lt;br /&gt;
Contraband explosives are considered, but not limited to: any device presently capable of causing wide-spread and reasonably uncontrolled damage. This includes, but is not limited to, frag grenades, incendiary grenades, EMP grenades, tank transfer bombs, explosives grenades, land mines, and other similar objects capable of replicating any of the listed items effects. An oxygen tank, transfer valve, plasma tank, or scrap rifle with its safety measures enable would not count individually as explosives, only if the devices were within reasonable proximity and had steps taken to allow them to be used as explosives. I.E. a scrap rifle with its safety systems off is contraband, a persons bag containing heated plasma tanks, oxygen tanks, and transfer valves would be reasonably considered an explosive object. This exception only applies if the objects are, viably, capable of causing an explosion, if the plasma tank and oxygen tanks are empty and cannot explode it would not be considered contraband. Best and reasonable judgment applies.&lt;br /&gt;
&lt;br /&gt;
Exceptions to the above clause may only be found in four cases:&lt;br /&gt;
&lt;br /&gt;
1. The marshals and blackshield may use whatever explosives they require to perform their duties during a code blue or higher scenario. Responsibility for all damage to persons or property are the sole responsibility of the individual using the explosive devices.&lt;br /&gt;
&lt;br /&gt;
2. Science may use any manner of explosives in the pursuit of research, the determination of what is considered ‘research’ is left to the sole discretion of the chief research overseer or, in the event one is not present, the biolab overseer. If neither is present, a low council vote is required to determine if the pursuit of research is considered scientific.&lt;br /&gt;
&lt;br /&gt;
3. Prospectors may carry and use explosives outside colony walls at their discretion, provided the explosive do not damage colony property or other persons from the colony or colony allies. Prospectors must hold all explosives within their department or with security in either the gate house or armory. The transportation of explosives should always be announced publicly, similar to the transport of rifle class firearms.&lt;br /&gt;
In the event a prospectors wishes to sell explosive devices, be it to Soteria or Lonestar, this must be done with a member of the blackshield or marshal present and in the lobby of the respective department. In this scenario the explosive(s) must be stored in the buying department immediately. A form and record of the transaction should be recorded by security and filed with the WO, premier, sergeant, commander, and supply specialist.&lt;br /&gt;
&lt;br /&gt;
4. The church of absolute may carry and use explosives produced by their biolathe at their discretion. They are held to the same rules and restrictions as the prospectors.&lt;br /&gt;
&lt;br /&gt;
Failure to comply with the above section can and will result in the applicable charges and fines as expected by discretion of security personnel. This may include, but is not directly required to, charges of major contraband or negligence. In the event the explosive device is misused this may be upgraded to additional charges of terrorism, manslaughter, or murder. Improperly stored explosives that are stolen may confer charges both to the individual who stole and misused them and the individual who failed to properly safe keep the explosive devices, in this event both individuals receive the same charges regardless of fault. &lt;br /&gt;
&lt;br /&gt;
Reasonable storage of an explosive device is determined by security discretion but the following factors should be considered when determining what is reasonable.&lt;br /&gt;
&lt;br /&gt;
Was the device in a locked container such as a secure locker, secure briefcase, safe, secure crate, or wall locker?&lt;br /&gt;
&lt;br /&gt;
Was the device and potential containers holding it secured behind access locked doors?&lt;br /&gt;
&lt;br /&gt;
Was the location of the device(s) kept discrete and related information on a need to know basis?&lt;br /&gt;
&lt;br /&gt;
== Modifiers &amp;amp; Special Situations ==&lt;br /&gt;
These may reduce or increase your sentence depending on circumstances relating to the crimes committed.&lt;br /&gt;
{| style=&amp;quot;text-align:center; background-color:#aaffaa;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width=100px&amp;quot; |Modifier&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Effect&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution or Security&#039;&#039;&#039;&lt;br /&gt;
| To aid members of colony security, reveal evidence willingly during processing and/or provide names of accomplices involved in the charged offense.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| To willingly surrender oneself to security staff; either by the means of bringing oneself to the brig or, in a hostile situation, laying down arms and following direct orders.&lt;br /&gt;
| 25% to 50% timer reduction.&lt;br /&gt;
&lt;br /&gt;
Execution may not be issued to those who have surrendered. Crimes worth of Holding until Transfer may be overturned at WO discretion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
| To have acted in the defense of oneself; ranging from physical injury of the attacker to death of the attacking party. &lt;br /&gt;
&lt;br /&gt;
For this modifier to apply the party MUST have acted in defense; they are not required to retreat if there is credible threat that the attacking party may harm them or others.&lt;br /&gt;
&lt;br /&gt;
The weapon used and lethality of used ammunition or weapon should be taken into account by the arresting officers to determine this modifier.&lt;br /&gt;
| Immediate Release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Victim in a Willfully Dangerous Position&#039;&#039;&#039;&lt;br /&gt;
| For a victim to have willingly consented to put themselves into a dangerous situation such as volunteering in the name of science or to insert themselves into a dangerous situation that is not inherently suicidal.&lt;br /&gt;
&lt;br /&gt;
When charging the offender the victims willingness to insert themselves into a dangerous situation should be taken into offense.&lt;br /&gt;
&lt;br /&gt;
| Immediate release or 50% timer reduction on the offender.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violation of Resident Privacy&#039;&#039;&#039;&lt;br /&gt;
| To be charged with evidence obtained via illegal means; such as through the use of thermal/X-ray vision goggles, searches without a proper legal warrant or any other such violation of privacy.&lt;br /&gt;
&lt;br /&gt;
Further examples include cases of trumped-up charges as an excuse for a search in hopes of finding contraband. &lt;br /&gt;
| All charged crimes or cases of contraband should be immediately dropped.&lt;br /&gt;
&lt;br /&gt;
The arresting officer should be charged with Violation of Employee Rights for infractions on privacy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Entrapment&#039;&#039;&#039;&lt;br /&gt;
| To be charged with a crime the offender was induced to commit by a fellow colonist and, without their help, either would not have or could not have committed. &lt;br /&gt;
&lt;br /&gt;
Other forms of entrapment may vary; such as officers placing objects in public areas and waiting for them to be stolen or other colony residents operating similar traps.&lt;br /&gt;
&lt;br /&gt;
| Charges should be either reduced by up to 50% on the offender or charges should be completely dropped.&lt;br /&gt;
&lt;br /&gt;
In cases of security operated entrapment offenses the officers running the operation should be charged with Violation of Employee Rights.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
|  To be charged with repeat offenses of the same crime/violation.&lt;br /&gt;
&lt;br /&gt;
Examples include repeat offenses of vandalism, assault or contraband distribution.&lt;br /&gt;
&lt;br /&gt;
| For each repeat offense the timer for the crime should be multiplied by 2. 20 minutes would become 40 minutes, etc.&lt;br /&gt;
&lt;br /&gt;
Once a timer reaches 90 in the case of repeat crimes the offender should instead be held until shift transfer&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Offense by Colony Command&#039;&#039;&#039;&lt;br /&gt;
| To be a member of the colony&#039;s command structure, including Steward and Premier, and to be charged with any medium or high level charges.&lt;br /&gt;
| Immediate demotion in addition to any levied charges against the offender.&lt;br /&gt;
&lt;br /&gt;
Note: A fax should immediately be sent to the High Council upon the offender’s demotion.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Immediate Threat or Severe Health Threat to the Prisoner&#039;&#039;&#039;&lt;br /&gt;
| To be arrested or in prison in the brig during an emergency which may negatively impact the offender’s health.&lt;br /&gt;
| The prisoner must be relocated to a safe location. In the case where a safe location cannot be found the offender must be immediately released.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is serving time until transfer or until judgement their charge must be reapplied after the emergency situation has ended.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical Treatment&#039;&#039;&#039;&lt;br /&gt;
| Any injured prisoner may have this modifier applied to them. Under SoP prisoners are allowed and should be provided medical attention if sick or injured.&lt;br /&gt;
| Medical personnel should be called to brig or the prisoner may be treated by an officer with proper knowledge in brig medbay.&lt;br /&gt;
&lt;br /&gt;
In cases of needed surgery or serious injury medical staff must be called and the prisoner escorted to medbay to undergo treatment.&lt;br /&gt;
&lt;br /&gt;
Brig timer is to be left running during this unless in the case of self-harm; in which the timer should be paused until the prisoner is escorted back to their cell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Forced Labor&#039;&#039;&#039;&lt;br /&gt;
|To be a prisoner opting and consenting to do unpaid labor in return to lower their timer or repay their debts.&lt;br /&gt;
|The person holding the debt, such as a victim of theft, should determine the debt before the prisoner starts his forced labor sentence. Cargo scanners may also be used upon Lonestar’s consent to price the value of an object and repay the debt by turning in valuables equal to that of the debt.&lt;br /&gt;
&lt;br /&gt;
A marshal or trooper should supervise the debtor if possible. If not the debtor may be charged with Resisting Arrest and placed back in brig until their debt can be paid as per Defaulting on a Debt charge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Use of psionic powers&#039;&#039;&#039;&lt;br /&gt;
|To use psionic powers to commit a crime of any kind. Note, the person must use their powers in aid of a crime, not simply be a psion or capable of using psionic powers.&lt;br /&gt;
|Any charges given to the person has its fine value or time served automatically doubled. There must be reasonable suspicion that a psion used their powers to commit a crime, however, due to the nature of psionic powers being easy to remove, hard evidence is not required. An officer must merely have a plausible and reasonable suspicion to apply this modifier. Officer discretion is encouraged and they may choose not to apply this at their behest. If the psion would be HuT&#039;d, it is highly encouraged to have their powers removed via cranial surgery. Use of sedatives to prevent active power use before surgery is suggested. A psion using his powers to attempt to escape or fight security during imprisonment is to be killed in such a way that they can be revived, however, their psionic powers should be removed before being defibbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Conflicts with Trauma Team&#039;&#039;&#039;&lt;br /&gt;
|To attempt to take a patient from a member of trauma team, whether by lawful and legal arrest or other reasons which then resulted in armed conflict.&lt;br /&gt;
|This situation involves anyone, including marshals, attempting to take a patient from a member of trauma team and then being disabled by said trauma team personnel or attacking them when they try to get their patient back. In this circumstance, an investigation should be had to ensure the member of trauma team followed all procedure involved. If they cannot be proven to have violated procedure, they cannot be charged for disabling someone attempting to take their patient. &#039;&#039;&#039;This includes marshals, up to and including warrant officers, being disabled for attempting to take a patient.&#039;&#039;&#039; Investigating officers should consider charging those who come into conflict with trauma team with appropriate fines.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quick Reference Guide == &lt;br /&gt;
This table is to describe crimes on a charge severity basis. In regards to crime stacking; crimes with the same ending numbers &#039;&#039;&#039;CAN NOT&#039;&#039;&#039; be stacked unless stated otherwise within the crimes description.&lt;br /&gt;
&lt;br /&gt;
Examples include: You cannot charge someone with both 101 and 401; Vandalism and Sabotage. One cannot be charged with 104 and 204; Battery and Assault. &lt;br /&gt;
&lt;br /&gt;
Proper charges, for example, would be as such: Offender charged with 101 for trespassing into a department, 105 for stealing an item from the department and 204 for attacking an employee trying to stop them non-violently.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#9b9c98; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Code #&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|X01&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|Negligence&lt;br /&gt;
|Sabotage&lt;br /&gt;
|Terrorism&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X02&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
| -&lt;br /&gt;
|Mutiny&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X03&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|Fraudulent, Excessive or Incorrect Charges&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X04&lt;br /&gt;
|Battery&lt;br /&gt;
|Assault&lt;br /&gt;
|Attempted Murder&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|Murder&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X05&lt;br /&gt;
|Theft&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
| -&lt;br /&gt;
| Grand Theft&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X06&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|Major Contraband&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X07&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X08&lt;br /&gt;
|Trespass&lt;br /&gt;
| -&lt;br /&gt;
|Infiltration&lt;br /&gt;
| -&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X09&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
| -&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X10&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X11&lt;br /&gt;
|Forgery&lt;br /&gt;
| -&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X12&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
| -&lt;br /&gt;
|Slavery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X13&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X14&lt;br /&gt;
|Public Indecency&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X15&lt;br /&gt;
|Sending a time wasting fax&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|X16&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Quick Reference Punishment===&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Offense Type&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:100px&amp;quot; |Minor Offenses (1XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Moderate Offenses (2XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:300px&amp;quot; |Major Offenses (3XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Exceptional Offenses (4XX)&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Capital Offenses (5XX)&lt;br /&gt;
|-&lt;br /&gt;
|Quick-Reference Punishments&lt;br /&gt;
|Fines suggested; timers applicable.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Some fines offered depending on crime; timers suggested.&lt;br /&gt;
&lt;br /&gt;
See crime for timer.&lt;br /&gt;
&lt;br /&gt;
|Timers only.&lt;br /&gt;
|Timers applicable to some crimes; HuT is commonly standard punishment.&lt;br /&gt;
|HuT with possibility for legal execution or permanent exile depending on the crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Specialty Charges==&lt;br /&gt;
Speciality Charges refer to charges out of the ordinary; such as cases of friendly fire, defaulting on ones debt or attempting/threatening to commit suicide. These crimes are either minimum and typically handled non-judicially, have special precautions or levying methods or require specific handling.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#f7f7f5; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1;&amp;quot; |Specialty Charge&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#a0a3a1; width:380px&amp;quot; |Repercussion / Procedure&lt;br /&gt;
|-&lt;br /&gt;
|001 - Defaulting on Debt&lt;br /&gt;
|To default on one&#039;s debt in being unable to pay it. Relates to charges of theft or if the offender is unable to pay for services; for example, medical services.&lt;br /&gt;
|The debtor should be either detained passively by an officer or temporarily held in processing until their fine can be paid by automatic crew wages.&lt;br /&gt;
&lt;br /&gt;
In cases where the debtor volunteers or does not earn wages, such as being an unemployed/off-duty colonist, see forced labor modifier to cover debts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|002 - Friendly Fire&lt;br /&gt;
|To accidentally commit friendly fire during a firefight as a member of the colony or it’s security team.&lt;br /&gt;
&lt;br /&gt;
|A fine of up to 1,000 credits may be issued depending on the severity of injuries. Low injuries such as bruises should not exceed 500 credits. Injuries such as fractures or injuries that leave a patient in codification condition should be 1,000 credits.&lt;br /&gt;
&lt;br /&gt;
Charges of battery or assault may be levied against the offender as well as the Friendly Fire charge at request of the victim. Victims of friendly fire incidents may wave charges on the offender.&lt;br /&gt;
&lt;br /&gt;
All fines are to go to the victim of the friendly fire incident. In cases where the victim dies to friendly fire see Manslaughter.&lt;br /&gt;
&lt;br /&gt;
In the case of a member of Blackshield committing Friendly Fire their timer or fine should be doubled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|003 - Suicide Attempt &lt;br /&gt;
|To physically attempt to or credibly threaten to end one&#039;s own life either through radio communications or while in brig.&lt;br /&gt;
|Place prisoner on ‘suicide watch’. The prisoner should be straight jacketed to their cell bed for the duration of their timer.&lt;br /&gt;
&lt;br /&gt;
Upon their timer ending the prisoner should be held until medical personnel can arrive to escort them for psychiatric examination. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|004 - Disturbing the Peace&lt;br /&gt;
|To publicly and deliberately engage in erotic acts, yelling for seemingly no reason such as incoherent screeching, throwing objects around that could hit someone, harassing a colonist or department without provocation, stalking a colonist or refusing to leave a department, yelling over ones headset, or so forth.&lt;br /&gt;
|A timer between 0 to 10 minutes may be issued depending on the severity of the act, a fine of up to 1,000 credits may be issued depending on severity OR an injunction on further coms usage.&lt;br /&gt;
&lt;br /&gt;
Officers must first give warning, either verbal or written, to the offender to cease their action; proceed with arrest after the warning is not heeded.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|005 - Unwilling Teleportation&lt;br /&gt;
|To teleport a person, with either psionic powers or bluespace technology, who is unwilling or unwanting of the act.&lt;br /&gt;
|All unwanted teleportations are considered §304-attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival. If the person dies due to this teleportation, the charge is upped to §404-manslaughter or §504-murder, pending investigation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
{| style=&amp;quot;background-color:#aaffaa; text-align:center;&amp;quot; width=&amp;quot;1000px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:100px&amp;quot; |Name of Crime&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#55ff55; width:300px&amp;quot; |Fine/Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;101&lt;br /&gt;
|Vandalism&lt;br /&gt;
|To deliberately damage or deface colonial or departmental property without malicious intent. Damaging robots counts toward this.&lt;br /&gt;
|This can range from graffitiing the floor with crayons, destroying a wall or floor, or littering in either a public or departmental area.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of 500 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;102&lt;br /&gt;
|Failure to Execute an Order&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders as long as they remain legal and within SoP.&lt;br /&gt;
|This charge does not apply for illegal orders, those can be declined. Failure to Execute an Order specifically refers to an offender refusing to perform a task that is legal, doable and within their job specialty.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of 250 credits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;103&lt;br /&gt;
|Violation of Employee Rights&lt;br /&gt;
|To deliberately deny an employee certain rights, as defined in Standard Operating Procedure&lt;br /&gt;
|This charge is applied to typically security or medical staff for a major SoP violation due to it going against another colonist’s rights. The colonist or head must push charges for this to apply. &lt;br /&gt;
&lt;br /&gt;
This charge ranges from Security using mesons or thermals without reason, Medical sharing personal medical records, etc.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 1,000 credits to be paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;104&lt;br /&gt;
|Battery&lt;br /&gt;
|To have unwanted physical contact with someone, even where the contact is not violent, or to cause damage that is easily treated.&lt;br /&gt;
|Bumping into or accidental contact such as an accidental grab or disarm does not count as battery. Touching someone when they have said not to does; as well as anything that requires multiple bandages or pills counts as &#039;&#039;&#039;Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 500 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;105&lt;br /&gt;
|Theft&lt;br /&gt;
|To steal items that are owned by another department and/or person.&lt;br /&gt;
|This includes any material, possession, or item residing in a department or owned by a person. This includes people taking items from their own department they do not normally have access to. &lt;br /&gt;
&lt;br /&gt;
If money or items are taken via threat of harassment see &#039;&#039;&#039;Extortion/Blackmail&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If the item is extremely expensive or irreplaceable see &#039;&#039;&#039;Grand Theft&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes or a fine of 500 credits - unless the stolen item in question can not be recovered.&lt;br /&gt;
&lt;br /&gt;
If the stolen item cannot be recovered then the offender may be forced to pay the items cost. If the offender cannot see &#039;&#039;&#039;Defaulting on Debt&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;106&lt;br /&gt;
|Minor Contraband&lt;br /&gt;
|To be in possession of contraband, including drugs, that isn&#039;t dangerous to other members of the crew.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Table.&#039;&#039;&#039;&lt;br /&gt;
|For drug charges, this applies if they do not show any intent to distribute, or lack a prescription written and stamped by the chief biolab officer.&lt;br /&gt;
&lt;br /&gt;
If any threat is made even with a harmless piece of contraband, such as a chameleon weapon, &#039;&#039;&#039;Assault&#039;&#039;&#039; and &#039;&#039;&#039;Extortion&#039;&#039;&#039; should apply.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Blackshield Commander, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
Contraband must be confiscated off the offender and placed into evidence.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;107&lt;br /&gt;
|Suspicious Conduct&lt;br /&gt;
|To wield a dangerous weapon near other staff, to extensively inquire about critical areas, attempt to conceal one&#039;s identity in public, to attempt to impersonate other staff members, or actively stalking other employees.&lt;br /&gt;
|This charge applies to those who draw or openly carry weapons near other staff as non-security when not in a state of alert.&lt;br /&gt;
&lt;br /&gt;
Concealing one&#039;s identity with a mask, attempting to do another department&#039;s job while capable staff are present or posing as a staff member in another department.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 5 minutes or aging of up to 250 credits. &lt;br /&gt;
&lt;br /&gt;
Immediate search on the person and known residence should be commuted. Tracking implant may be issued upon repeat offenses or cases where security concerns are raised. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;108&lt;br /&gt;
|Trespass&lt;br /&gt;
|To be in an area which a person does not have access to, without permission from those who do have access. Public spaces, such as a department lobby, the bar, kitchen or library also apply if asked to vacate the area by relevant department staff. Those with access typically should not be in those areas unless they have a good reason or permission from the department&#039;s relevant staff.&lt;br /&gt;
|Trespassing is typically accompanied with other crimes such as &#039;&#039;&#039;Vandalism&#039;&#039;&#039;, if doors are broken through or wires are cut, or &#039;&#039;&#039;Theft&#039;&#039;&#039; if items are stolen.&lt;br /&gt;
&lt;br /&gt;
If the offender breaks into the brig, any command quarters, colony bridge or the outer perimeter see &#039;&#039;&#039;Infiltration&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 5 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;109&lt;br /&gt;
|Rubbernecking&lt;br /&gt;
|Arriving at the scene of an emergency situation with no other intention than to see what happens or further escalate the issue.&lt;br /&gt;
|This charge does not apply to staff that are in some way aiding in a situation; such as stand-by medical staff.&lt;br /&gt;
&lt;br /&gt;
This charge does however apply to people who have no interest or ability to help. If the offender actively blocks a hallway see &#039;&#039;&#039;Illegal Blocking of Areas&#039;&#039;&#039;.&lt;br /&gt;
|Forceful removal from the area.&lt;br /&gt;
&lt;br /&gt;
If another crime is committed during this removal; eg resisting arrest or battery, add an extra 5 minutes to the offenders timer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;110&lt;br /&gt;
|Threat of Murder or Serious Injury&lt;br /&gt;
|To threaten to kill, maim, seriously injure an employee.&lt;br /&gt;
|For this charge to be applicable intent must be shown or repetitive behavior. Such as: Either threatening openly on coms a colonist will seriously hurt or kill someone, a colonist with precious violent convictions approaching while threatening a colonist, or if a colonist was to chase someone or make threatening gestures.&lt;br /&gt;
&lt;br /&gt;
If gestures include a weapon, see &#039;&#039;&#039;Assault&#039;&#039;&#039; as additional charge. If the offender stalks the victim see &#039;&#039;&#039;Suspicious Conduct&#039;&#039;&#039; as an additional charge.&lt;br /&gt;
|Timer of no more than 15 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;111&lt;br /&gt;
|Forgery&lt;br /&gt;
|To falsify official documents, records or orders.&lt;br /&gt;
|Examples of this crime include a fax to issue orders posing as the High Council or a superior, falsifying a medical prescription or  falsifying ones records to pose as either more certified or to fake eligibility for job positions.&lt;br /&gt;
|Timer of no more than 15 minutes and an immediate search &lt;br /&gt;
&lt;br /&gt;
Or a fine of up to 750 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;112&lt;br /&gt;
|Violation of an Injunction&lt;br /&gt;
|To violate the terms of an injunction made by the marshal or other legal professions.&lt;br /&gt;
|Injunctions can be filed for lots of different things, such as a ban on weapons carrying, or the above radio ban. They can be applied by the warrant officer only. If they break the law in some other way, apply that sentence too.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;113&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee.&lt;br /&gt;
|This charge is for cases of unwanted sexual comments after the victim has requested they cease or are clearly uncomfortable and do not reciprocate.&lt;br /&gt;
&lt;br /&gt;
For anything escalating from this, such as unwanted physical contact in a sexual manner, see &#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 10 minutes.&lt;br /&gt;
&lt;br /&gt;
No fine may be issued on this charge.&lt;br /&gt;
&lt;br /&gt;
Injunction of ‘no contact’ between the offender and victim should be placed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;114&lt;br /&gt;
|Public Indecency&lt;br /&gt;
|To be in public colony areas or faction departments, in nudity or doing explicit sexual activities.&lt;br /&gt;
|This charge is specific for instances where colonists are roaming around Nadezhda, nude, partially nude, or are doing sexual activities that are meant to remain behind closed personal quarters. &lt;br /&gt;
&lt;br /&gt;
What is considered partial nudity will be broken down for both genders. Men are allowed to roam shirtless but may not roam around without pants or shorts. A marshal can request a male colonist to put a shirt on, or order them to if there is reason to believe that they are doing sexual activities. Females are allowed to go without a top so long as there is a proper cover over their breasts. They are not allowed to roam around without a skirt, pants, or shorts.&lt;br /&gt;
|Timer of no more than 15 minutes.&lt;br /&gt;
&lt;br /&gt;
Or a fine of 500. &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;115&lt;br /&gt;
|Sending a time wasting fax See [[Faxes]]&lt;br /&gt;
|To send a fax to a faction leader of the colony or its allies that is considered unnecessary or unneeded.&lt;br /&gt;
|This charge can only be given by a faction owner or faction ally, not by heads of staff or marshals.&lt;br /&gt;
|15 minute in a cell or a 750 credit fine.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Moderate Charges==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#ffee99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Crime Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Code&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;201&lt;br /&gt;
|Failure to Obey Safety Protocol&lt;br /&gt;
|To willfully ignore safety measures keeping crew out of a crisis zone.&lt;br /&gt;
|Non-engineers opening fire shutters, civilians breaking down security barriers, or anyone ignoring caution tape without being qualified to handle whatever is behind it, are all examples of this. &lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, add Manslaughter to the charges. &lt;br /&gt;
&lt;br /&gt;
Being trapped inside a dangerous area and just trying to escape doesn&#039;t count toward this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;202&lt;br /&gt;
|Obstruction of Duty&lt;br /&gt;
|To negatively interfere with the duties of the crew.&lt;br /&gt;
|Pushing a security officer trying to make an arrest, ignoring or ripping down caution tape, opening firelocks into a disaster area, dragging injured personnel away from doctors trying to treat them, or any other form of getting in the way; especially during an emergency. Making false or malicious emergency calls that take personnel away from their other duties also comes under this. &lt;br /&gt;
&lt;br /&gt;
If someone is injured because of this, see &#039;&#039;&#039;Assault&#039;&#039;&#039;. If serious damage occurs because of this, see &#039;&#039;&#039;Sabotage&#039;&#039;&#039;. If someone dies because of this, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;203&lt;br /&gt;
|Illegal Detention, Arrest or Holding&lt;br /&gt;
|To arrest, brig, or punish an employee without proper cause or reason, or in violation of due process rights such as Habeas Corpus.&lt;br /&gt;
|This is mainly for marshal officers who believe they are THE LAW. Also applies to kidnapping. Excessive/disproportionate time spent processing or questioning may fall under this category for minor crimes.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;204&lt;br /&gt;
|Assault&lt;br /&gt;
|To cause severe injury to another employee, or brandishing a deadly weapon with the intent of causing or threatening such an injury.&lt;br /&gt;
|Anything beyond a few punches like in &#039;&#039;&#039;Battery&#039;&#039;&#039;. It has to be bad enough that a few bandages or pills won&#039;t fix it.This also includes poisoning with drugs, or using hallucinogens. Use of non-lethal ammunition counts as assault.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Attempted Murder&#039;&#039;&#039; if the intent was to kill.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;205&lt;br /&gt;
|Extortion, Blackmail and/or Bribery&lt;br /&gt;
|To attempt to blackmail, extort or bribe an individual either financially or other.&lt;br /&gt;
|This includes using ones position, influence, or finances be they departmental or personal to force another into performing a specific action or give payment against their will. This does not include a head of staff docking someones pay for failing to do their job or refusing to follow orders, all required work is considered agreed on prior to employment and outlined ahead of time.&lt;br /&gt;
&lt;br /&gt;
If a bribery is accepted both parties are to be charged with this.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
If physical exchange of an item or credits takes place the item or currency should be confiscated.&lt;br /&gt;
&lt;br /&gt;
Demotion possible at the decision of the department head.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;206&lt;br /&gt;
|Major Contraband &lt;br /&gt;
|To possess, use, or distribute dangerous contraband items, including drugs.&lt;br /&gt;
|See &#039;&#039;&#039;Contraband Table&#039;&#039;&#039; for what applies to this charge.&lt;br /&gt;
&lt;br /&gt;
See &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law. &lt;br /&gt;
&lt;br /&gt;
The Chief Biolab Overseer can also authorize the possession of normally illegal drugs through prescriptions. Research is allowed to possess any contraband so long as they comply with their &#039;&#039;Contraband Policy&#039;&#039;.&lt;br /&gt;
|Timer of no more than 20 minutes and the confiscation of contraband items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;207&lt;br /&gt;
|Escaping from Confinement / Debt&lt;br /&gt;
|To escape from confinement as someone who was serving a non-life sentence or was awaiting judgement. This also applies to fleeing a forced labor contract.&lt;br /&gt;
|For cases of HuT prisoners attempting escape see &#039;&#039;&#039;Escaping from HuT&#039;&#039;&#039;.&lt;br /&gt;
|Reset original timer for offenses committed and add an additional 20 minutes for escaping. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;209&lt;br /&gt;
|Resisting Arrest or Sparking a Manhunt&lt;br /&gt;
|To not cooperate with an officer who attempts a proper arrest, or to cause a manhunt by hiding from security. Refusing a lawful search can also get you charged with 209.&lt;br /&gt;
|Refusing handcuffs is not resisting arrest. Refusing handcuffs and refusing to come to the brig is resisting arrest. So is pushing the officer trying to arrest you, or running away. Actively hiding or running away is what this law is for.&lt;br /&gt;
&lt;br /&gt;
An officer should take into account their reason for not reporting to security immediately as well. For example, a guild master trying to stop the engine from exploding probably shouldn&#039;t be charged with resisting arrest if they ignore the fact that security wants to give them a vandalism fine for breaking a wall earlier. &lt;br /&gt;
&lt;br /&gt;
Likewise, if anyone in security has threatened them with harm, not just arrest, they&#039;re somewhat justified in hiding.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;210&lt;br /&gt;
|Excessive Use of Force&lt;br /&gt;
|To use more than the required force to subdue a suspect as a security member.&lt;br /&gt;
|Examples of this charge include using force against an unarmed and compliant suspect and usage of lethal weapons without there being imminent peril. &lt;br /&gt;
&lt;br /&gt;
Investigations into allegations of excessive use of force may be launched by any head of staff. Applicable to security forces.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 30 minutes&lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 2,000 credits paid to the victim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;212&lt;br /&gt;
|Disrespect of the Dead&lt;br /&gt;
|To abuse bodies of dead or previously dead employees.&lt;br /&gt;
|Examples include, the chef using bodies in the morgue as meat, Security beating on a prisoners corpse, or using someone&#039;s body for &#039;experimental surgery&#039;. Preventing a body from being repaired or cyborged also falls under this. Bodies rendered incapable of wound repair count as murder instead.&lt;br /&gt;
|Timer of no more than 20 minutes &lt;br /&gt;
&lt;br /&gt;
Or a fine of no more than 1,250 credits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ffaa55;&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;301&lt;br /&gt;
|Negligence&lt;br /&gt;
|To fail to perform a job to a satisfactory standard, or to create a dangerous situation without taking proper precautions.&lt;br /&gt;
|This can be due to honest, or dishonest mistakes. This is usually because someone ignored Standard Operating Procedure and an accident occurred because of that. This charge also applies to creating a hazardous area or otherwise introducing a hazard to an area without proper permission or precautions. For example: Putting excessive power into the grid and reasoning it&#039;s the crew&#039;s fault if they get shocked, and so on.&lt;br /&gt;
&lt;br /&gt;
If someone is killed because of it, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;302&lt;br /&gt;
|Failure to Execute an Order with Serious Consequences&lt;br /&gt;
|To ignore or disregard a superior&#039;s valid orders, which then causes serious damage to property or life.&lt;br /&gt;
|While similar to &#039;&#039;&#039;Failure to Execute&#039;&#039;&#039; an Order this charge is applied if a member of the colony is injured via the refusal of an order or if notable damage to the colony is done via refusing to follow an order.&lt;br /&gt;
&lt;br /&gt;
Examples are medical doctors ignoring the chief biolab overseer while patients are piling up in medbay, etc.&lt;br /&gt;
&lt;br /&gt;
If the refusal to follow an order results in death, see &#039;&#039;&#039;Manslaughter&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;303&lt;br /&gt;
|Fraudulent, Excessive, Incorrect Charges or providing false testimony&lt;br /&gt;
|To punish a crew member in excess to their crime, to give a crew member incorrect punishment, or to give fraudulent charges that are not valid. This charge also includes false or misleading statements to charge someone with a crime.&lt;br /&gt;
|This includes stacking multiple charges for the same offense (i.e. being charged with theft 3 times for 3 items stolen from the same person, being charged multiple times with trespassing for each room unlawfully entered etc. etc.), providing false testimonies and statements during an investigation (intent does not matter here, if the investigator feels someone mislead them, they do not need to prove intent to do so).&lt;br /&gt;
&lt;br /&gt;
This also applies to cases of planted evidence, confiscation of contraband if it is being used in a legal manner under the &#039;&#039;&#039;Contraband Policy&#039;&#039;&#039; or gross errors in sentencing or levied charges.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the rest of the work shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;304&lt;br /&gt;
|Illegal Modification of AI/Cyborg&lt;br /&gt;
|To modify the laws of a cyborg or artificial intelligence, without need, proper access, or authority.&lt;br /&gt;
|An exception would be a law reset when obviously harmful laws have been uploaded. Only the council or two soteria overseers together can authorize a law change outside of this situation.&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;305&lt;br /&gt;
|Illegal Blocking of Areas&lt;br /&gt;
|To make an area inaccessible for those with appropriate access.&lt;br /&gt;
|Bolting doors or departments in which the offender does not have access to, taping off areas larger than needed or sealing off doors longer than needed.&lt;br /&gt;
&lt;br /&gt;
This does not apply to situations that are needed, such as Guild critical repairs, or within SoP.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 25 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;306&lt;br /&gt;
|Infiltration&lt;br /&gt;
|To attempt to, or successfully, enter a high-security area without authorization.&lt;br /&gt;
|Areas include the gatehouse, colony fence, bridge, head of staff room, virology, toxin storage or other essential high-security areas.&lt;br /&gt;
&lt;br /&gt;
If trespass into the vault, armory or AI upload occurs see &#039;&#039;&#039;Grand Trespass&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;307&lt;br /&gt;
|Organizing a Breakout&lt;br /&gt;
|To attempt, or succeed, in freeing criminals from the brig or other holding areas.&lt;br /&gt;
|This includes breaking windows, barriers or hacking through doors either to break out of prison or to help a prisoner escape.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;308&lt;br /&gt;
|Severe Use of Excessive Force&lt;br /&gt;
|Critically injuring someone in defense of yourself or others while they no longer pose a threat, or seriously injuring a suspect while attempting to detain them.&lt;br /&gt;
|Severely injuring someone attacking you or others with no obvious threat to life, or panicking and shooting a suspect to near-death. Subjects who cannot be cuffed and have their legs broken as a result do not count if the subject refused to comply after 3 warnings and a witness is available to confirm each warning.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;309&lt;br /&gt;
|Abuse of Confiscated Equipment&lt;br /&gt;
|To take and use equipment confiscated as evidence.&lt;br /&gt;
|Evidence such as even weapons should never be taken and used by security; even in cases of emergency.&lt;br /&gt;
|Timer of no more than 30 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion for the duration of the shift at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;310&lt;br /&gt;
|Animal Cruelty&lt;br /&gt;
|To inflict unnecessary suffering or harm upon animals with malicious intent.&lt;br /&gt;
|Monkeys appropriately used for experiments or crew well-being (e.g genetics, virology, weapon testing, etc.) don&#039;t count. Shoving them in washing machines, or throwing them through disposals while still alive falls under this. Using them as food is a grey area; cows are generally fine, but pets probably aren&#039;t. Creatures typically considered pests (those that are by default hostile such as roaches or spiders) are not protected under this law if they aren&#039;t being kept in private areas such as personal dorms.&lt;br /&gt;
|Timer of no more than 20 minutes. &lt;br /&gt;
&lt;br /&gt;
Fine may be issued to cover the animals treatment if still alive. If not a 750 credit fine may be levied on top of the brig timer.&lt;br /&gt;
&lt;br /&gt;
If Ian was targeted, it is a automatic 90 minute sentence.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;311&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
|To be a registered member of the colony without any form of qualified records.&lt;br /&gt;
|This does not apply to visitors. All members of the colony are required to have fully detailed employment, security, and medical records at all times. Failure to have them is considered a crime. Colonists without records lose all rights and are to be treated as hostile infiltrators, though for obvious reasons, should be detained peacefully.(Small inconsistencies are allowed, but encouraged to remedy when able.)&lt;br /&gt;
|HuT, unless the offending person wishes to cryo or take the lower colony elevator to fix their records, after which they may return to the surface level.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Exceptional Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;401&lt;br /&gt;
|Sabotage&lt;br /&gt;
|To hinder the efforts of the crew or station with malicious intent.&lt;br /&gt;
|This includes causing breaches, sabotaging air supplies, stealing vital equipment, etc. The intent is probably the most important bit here.&lt;br /&gt;
&lt;br /&gt;
If the act is to purposefully cause imminent peril or to aid a hostile faction see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
|Timer of no more than 45 minutes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;404&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|To kill someone without malice or forethought.&lt;br /&gt;
|This includes causing death due to negligence or dereliction of duty. Can also be used as punishment for excessive self-defense.&lt;br /&gt;
|Timer of no more than 50 minutes.&lt;br /&gt;
&lt;br /&gt;
Tracking implant upon release at the discretion of the WO.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;405&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|To steal items that are dangerous, of a high value, or of sensitive nature.&lt;br /&gt;
|This means weapons, explosives, or ammunition, and also includes items of singular importance such as the station blueprints, chief biolab overseers hypospray, or items not easily replaced.&lt;br /&gt;
&lt;br /&gt;
Items from the church, such as cruciforms, circuits, and disks (excluding weapon design disks) are sole property of the church, they may demand them back regardless of how the person in question obtained them. Failure to do so is considered grand theft and failure to execute a lawful order.&lt;br /&gt;
&lt;br /&gt;
|Timer of no more than 45 minutes and confiscation of stolen items.&lt;br /&gt;
&lt;br /&gt;
If items cannot be recovered the offender is forced to monetarily compensate for the loss.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;406&lt;br /&gt;
|Operating Excelsior Equipment&lt;br /&gt;
&lt;br /&gt;
|To be in illegal possession of or to actively operate Excelsior equipment. &lt;br /&gt;
|This applies to Excelsior batteries, guns or armor. Their lack of safety features, shoddily made structure and use in operation can endanger oneself or other colonists.&lt;br /&gt;
&lt;br /&gt;
The usage of Excelsior tech also is a tell-tale sign of an Excelsior agent or collaborator.&lt;br /&gt;
&lt;br /&gt;
Permits may be written in specific instances by the Warrant Officer, Brigadier, or the provost Marshal to override this law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See Contraband Policy&#039;&#039;&#039;&lt;br /&gt;
|Immediate medical examination and confiscation of equipment.&lt;br /&gt;
&lt;br /&gt;
If Excelsior implant is found and removed the subject should be placed under psychiatric evaluation until deemed fit. If deemed fit the offender should be released.&lt;br /&gt;
&lt;br /&gt;
If Excelsior equipment is operated or sold but no implant is found see &#039;&#039;&#039;Terrorism&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;407&lt;br /&gt;
|Mistreatment of Prisoners&lt;br /&gt;
|To intentionally act, or cause an act that puts a non-hostile prisoner&#039;s well-being in danger.&lt;br /&gt;
|Preventing proper treatment from being given to a prisoner, abusing a prisoner, and preventing them from having access to a viable method of communication. &lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner dies because of mistreatment, the charge is immediately upgraded to either &#039;&#039;&#039;Murder or Manslaughter&#039;&#039;&#039;, depending on intent.	&lt;br /&gt;
|Timer of no more than 45 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the decision of the WO.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;408&lt;br /&gt;
|Exceeding Official Powers&lt;br /&gt;
|To act beyond what is allowed by the chain of command.&lt;br /&gt;
|This is for any head of staff who abuses the power given to them, such as the premier acting like a security officer in a non-emergency, the warrant officer acting as if he is above the law, etc. Heads of staff trying to order a different department or ignoring a council vote also comes under this, as does security staff attempting to give orders to non-security without legal justification.&lt;br /&gt;
|Timer of no more than 40 minutes.&lt;br /&gt;
&lt;br /&gt;
Demotion at the behest of the department head.&lt;br /&gt;
&lt;br /&gt;
If a head of staff is responsible for over reaching a fax should be sent to the High Council to investigate a possible demotion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; text-align:center;&amp;quot; width=&amp;quot;950px&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855;&amp;quot; |Charge Number&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:100px&amp;quot; |Name of Charge&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Description&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Notes&lt;br /&gt;
! style=&amp;quot;background-color:#ff8855; width:300px&amp;quot; |Timer&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;501&lt;br /&gt;
|Terrorism&lt;br /&gt;
|To engage in maliciously destructive actions, which seriously threaten the residents of the colony or even the colony&#039;s integrity as a whole.&lt;br /&gt;
|This includes deliberate arson, hostage taking, use of bombs, release of singularity, etc. In cases of terrorism, the provost marshal must be informed.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is encouraged; especially if deaths are caused by the action.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;502&lt;br /&gt;
|Mutiny&lt;br /&gt;
|To openly rebel against or attempt to remove command staff with violent intent to remove the command staff from power.&lt;br /&gt;
|One’s motive is important. If someone is just angry at a head of staff and murders them in a fit of rage, that&#039;s just regular murder. On the other hand, trying to take over the colony through violent means, lethal or not, is mutiny.&lt;br /&gt;
|Holding until Judgement.&lt;br /&gt;
&lt;br /&gt;
Execution is an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;503&lt;br /&gt;
|Murder or Attempted Murder&lt;br /&gt;
|To kill someone, or attempt to kill someone, with premeditated malicious intent.&lt;br /&gt;
|Premeditated malice is needed to prove a cause of murder over &#039;&#039;Manslaughter&#039;&#039;&#039;. While &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; is unintentionally causing death through accident, inaction or unintended consequences murder is planned out and premeditated.&lt;br /&gt;
&lt;br /&gt;
If an offender tries to cover up a charge of &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; the charge of murder may be applicable due to pre/post meditative evidence.&lt;br /&gt;
|If the victim is able to be revived a timer of no less than 90 minutes may be issued. The Council may meet to determine if this sentence be should be upgraded to HuT.&lt;br /&gt;
&lt;br /&gt;
If the victim is deemed unable to be revived, such as through the destruction of a brain or body, execution may be issued at the behest of the Council.&lt;br /&gt;
&lt;br /&gt;
Colony residents who commit murder &#039;&#039;&#039;should not be revived&#039;&#039;&#039; if they die unless stated otherwise by the Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;504&lt;br /&gt;
|Grand Trespass&lt;br /&gt;
|To trespass into an area of high security such as an AI upload or the Marshal armory without any reason to be there; especially when a head of staff or personnel with access to said area is present.&lt;br /&gt;
|This does not apply to emergency situations in which a staff member may not be active. In rare cases, such as a code red incident, it may be required that staff without access enter secure areas. This requires &#039;&#039;&#039;proper reasoning&#039;&#039;&#039; such as a case of imminent threat to the colony itself or it’s inheritance; such as from a rogue AI or hostile invasion.&lt;br /&gt;
|Holding until Transfer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;505&lt;br /&gt;
|Escaping from HuT Sentence&lt;br /&gt;
|To attempt or successfully escape from the brig or other holding area when serving a holding until transfer sentence.&lt;br /&gt;
|The offender must have been properly judged by tribunal for holding until transfer to be legally issued.&lt;br /&gt;
|Execution. &lt;br /&gt;
&lt;br /&gt;
A tribunal is not required under this circumstance, and is the only case where this is currently so.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;506&lt;br /&gt;
|Wrongful Execution&lt;br /&gt;
|To execute a crew member who later turned out to be innocent.&lt;br /&gt;
|This only counts when a tribunal was held and the order was given to execute someone based on faulty or poor evidence that is later debunked by additional evidence. If the tribunal process is skipped, or is carried out incorrectly such as having no premier sign off, then murder is added to the charges.&lt;br /&gt;
&lt;br /&gt;
The warrant officer is punished and any individuals who deliberately produced false evidence are charged with &#039;&#039;&#039;Murder&#039;&#039;&#039;. Those who unintentionally provided incorrect evidence are charged with &#039;&#039;&#039;Manslaughter&#039;&#039;&#039; and &#039;&#039;&#039;Negligence&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
It is also required to contact provost marshal Boris Kilmeade if this happens.&lt;br /&gt;
&lt;br /&gt;
|Immediate demotion, suspension from command for a time determined by the High Council and holding until transfer.&lt;br /&gt;
&lt;br /&gt;
Provost Marshal Boris Kilmeade may overrule or specify specifics to this punishment/timer. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;507&lt;br /&gt;
|Slavery&lt;br /&gt;
|To force someone to work for no payment through force, threats or purposefully neglecting to pay them. To abuse someone and hold them against their will is also applicable; see &#039;&#039;&#039;Illegal Holding&#039;&#039;&#039;.&lt;br /&gt;
|This charge does not apply to the modifier &#039;&#039;&#039;Forced Labor&#039;&#039;&#039; unless it extends over 2 hours or is otherwise stated. &lt;br /&gt;
&lt;br /&gt;
It is very possible that other charges may apply as the person might have been abused in some way or held against their will as well as robbed of their personal belongings. Make sure to charge the individual with all crimes committed.&lt;br /&gt;
&lt;br /&gt;
|Timer of up to 60 minutes may be issued or, in cases where other crimes put the timer over 90 minutes, HuT may be issued.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;sect;508&lt;br /&gt;
|Sexual Assault&lt;br /&gt;
|To assault, or attempt to assault, someone else sexually, including rape&lt;br /&gt;
|If the victim dies because of it, see Murder.&lt;br /&gt;
|A timer of no less than 60 minutes may be issued as well as a mandatory tracking implant.&lt;br /&gt;
&lt;br /&gt;
Upon victim request a council vote may be held, hold until transfer and execution are both options.&lt;br /&gt;
&lt;br /&gt;
Possible permanent removal from the colony.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Commentaries and Clarifications ==&lt;br /&gt;
* &#039;&#039;&#039;Community Service&#039;&#039;&#039;: For low-level crimes, at the officer&#039;s discretion, they may offer community service as an alternative to the standard penalties. If the suspect elects to carry out the offered task, then the normal sentence is waived. Community Service is at the discretion of the officer, and may be something as simple as &amp;quot;fix the mess you made&amp;quot; for a vandalism charge, to &amp;quot;replace that lunch you stole. There is no &#039;&#039;specific&#039;&#039; limit on what may be appropriate for community service, but officers who offer something &#039;&#039;too&#039;&#039; punitive shouldn&#039;t be surprised if prisoners just elect to take the custodial sentence instead.&lt;br /&gt;
* &#039;&#039;&#039;Cyborgification&#039;&#039;&#039; The removal of a person&#039;s brain for transplanting into a Cyborg Chassis as an alternative to execution. A prisoner who is sentenced to execution must request or consent to this.&lt;br /&gt;
* &#039;&#039;&#039;Dismissal&#039;&#039;&#039;: Changing ID title to &amp;quot;Dismissed&amp;quot;, which has zero access. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Demotion&#039;&#039;&#039;: Can be demoted down to and including Assistant position. Requires the judgement of the prisoner&#039;s head of staff or the council to be valid.&lt;br /&gt;
* &#039;&#039;&#039;Employee&#039;&#039;&#039;: Employee of the colony, as defined by the colonies commanding officers. All non-employee subjects are not protected by these laws.&lt;br /&gt;
* &#039;&#039;&#039;Empowering&#039;&#039;&#039;: Illegal acquiring (not via Head of Personnel or Colony Director) of access.&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: Prisoner is killed via means of firing squad, lethal injection, or other means. It is required for the premier to be present or an execution may not proceed. It is required to offer the prisoner the option of how they prefer to die. They should also be offered a last meal. It is not required to follow these preferences if they are deemed unreasonable or impossible. In all cases of execution, respective faction owners should be informed of the execution and the crimes leading up to it. (( A PK may be applicable in this situation. See [[Permanent Death]] for OOC details. ))&lt;br /&gt;
* &#039;&#039;&#039;Head of Staff&#039;&#039;&#039;: Crew members occupying one of the following positions: Premier, Guild Master, Blackshield Commander, Warrant Officer, Chief Biolab Overseer, Chief Research Overseer, Chief Executive Officer.&lt;br /&gt;
* &#039;&#039;&#039;Imminent Peril&#039;&#039;&#039;: A situation in which there is an apparent and immediate threat of serious injury or death, and it is not possible to escape this threat. Obvious examples are shooting someone trying to stab people. A less obvious example is shooting someone trying to sabotage Atmospherics. Lethal force is justified in such a situation because there&#039;s no other options remaining.&lt;br /&gt;
* &#039;&#039;&#039;HuJ / Holding Until Judgement&#039;&#039;&#039;: Held (in the brig) until a tribunal is done, or the shift ends. Whichever happens first.&lt;br /&gt;
* &#039;&#039;&#039;HuT / Holding Until Transfer&#039;&#039;&#039;: Held (in the brig) until the shift ends. This becomes HuJ when a tribunal is being held for the prisoner.&lt;br /&gt;
* &#039;&#039;&#039;Severe Injury&#039;&#039;&#039;: A state in which the victim is in a critical condition and is having difficulty maintaining consciousness.&lt;br /&gt;
&lt;br /&gt;
Demotion and dismissal also require the removal of equipment from the previous job. Uniforms, weapons, bombs, PDA cartridges, etc.&lt;br /&gt;
&lt;br /&gt;
For the purposes of Cyborg/AI laws, crew members that have been convicted, or are being held in detention, are considered to be below even the AI/Cyborgs in terms of rank.&lt;br /&gt;
&lt;br /&gt;
Serving sentences in jail can be replaced with forced labor in some cases.&lt;br /&gt;
&lt;br /&gt;
In cases where the final sentence is more than 90 minutes, it is changed to holding until judgement.&lt;br /&gt;
&lt;br /&gt;
The standard penalty can be applied without a tribunal by Security Officers.&lt;br /&gt;
&lt;br /&gt;
Penalties listed here are guidelines. Tribunals can assign lesser or higher ones, depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Legal Standard Operating Procedure ===&lt;br /&gt;
&lt;br /&gt;
Tribunals are the main way major decisions are made aboard the station and the defendant does not have to be involved. There is not specified length for how long a tribunal must be. Basically it&#039;s the same as the old trial, but without a jury and slightly streamlined. An AI may fill in for a premier for tribunals and can be trusted to be accurate, however, an AI may not replace a premier for the purpose of voting for execution.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Purpose:&#039;&#039;&#039; For crimes or decisions that require more than one person, or crimes where there is no set punishment.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Overview:&#039;&#039;&#039; A minimum of three heads of staff must discuss this issue and vote on the outcome with a premier (or AI substitute) over seeing the tribunal.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Process:&#039;&#039;&#039; The premier (or stand-in AI) should call the heads of staff for a tribunal with the situation and proposed outcome. This can be done formally in a meeting room, or informally over radio.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conviction:&#039;&#039;&#039; The tribunal must vote on the outcome, and the outcome must win by a majority vote (over 50%). If there is a tie, the premier&#039;s vote wins. For an execution to take place, the vote must be unanimous.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sentencing:&#039;&#039;&#039; If the vote passes, the outcome may be enacted, usually by the marshals. The decision can be appealed once by either the defendant or a volunteer.&lt;br /&gt;
&lt;br /&gt;
== OOC Notes ==&lt;br /&gt;
* It&#039;s vital to know that the involvement of faction owners means involvement of admins. However, if that happens, admins will try to keep in character. Ergo, the character is &#039;&#039;&#039;not&#039;&#039;&#039; going to magically know attack logs or fingerprints or anything else they don&#039;t know IC, because it&#039;s like playing a game with cheat codes. It&#039;s fun to screw off for a little while, but then it&#039;s going to get really boring.&lt;br /&gt;
** The above also applies in the case of admins playing normal security.&lt;br /&gt;
** The only exception to the above is in the case of potentially removing a character from the station. See [[Permanent Death]] for details. Admins are not going to PK someone who they know OOCly didn&#039;t actually do the crime. If you are guilty though an a execution happens, the chance of permanent removal is extremely high. Contact an admin to find out if an executed character has been removed forever.&lt;br /&gt;
* &#039;&#039;&#039;Laws &amp;lt;u&amp;gt;ARE NOT RULES&amp;lt;/u&amp;gt; for the server itself!&#039;&#039;&#039; That means, so long as you have a believable in-character motive for breaking these regulations, you won&#039;t get banned for it, especially if good roleplay is your end goal. Conversely, if you&#039;re just going around smashing windows for shits and giggles, you&#039;re &#039;&#039;obviously&#039;&#039; going to get yelled at by an admin. See [[Rules|the actual server rules]] for more details.&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2261</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2261"/>
		<updated>2021-10-24T22:26:21Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
Progress is inherent to the goal of the Soteria, the question should never be one of morals or reasoning, but of possibility and potential. Researchers in medical and science are expected to push both the boundaries and limits of what they are capable of. Those who are constrained by the ethics and morality of an experiment will quickly find that the leadership of Soteria does not wish to consider such primitive and foolish concepts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Progress at any cost.&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That is the mantra of the Soteria.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), patient with a DNR, or a person marked for execution is grounds for a 1 month of suspension from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
* All non-psionic crew with genetically modified DNA should be confined to the research division at all times.&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* The only time non-psionic genetically modified DNA is permitted outside the research division is with the express consent of the High Council.&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman avaliable the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;202. Trespassing in these areas is covered under &amp;amp;sect;308 or 508.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one long-arm (rifles,shotgun,ect) or short-arm (smg,saw-off,ect) type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Surgery&amp;diff=2241</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Surgery&amp;diff=2241"/>
		<updated>2021-10-05T11:41:11Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
=A Preface to Surgical Procedures=&lt;br /&gt;
All surgical procedures are handled primarily by two different variables:&lt;br /&gt;
# The &#039;&#039;&#039;[[Surgery#Surgical_Tools|Qualities]]&#039;&#039;&#039; a tool has. The higher the required quality a tool has, the more effective (fast) that tool will be.&lt;br /&gt;
# Your &#039;&#039;&#039;[[Stats|Biology]]&#039;&#039;&#039; stat. the higher it is, the less likely you are to fail a surgical procedure. Same rings true for any procedures on prosthetics, but with the &#039;&#039;&#039;[[Stats|Mechanical]]&#039;&#039;&#039; stat instead.&lt;br /&gt;
&lt;br /&gt;
Your Biology (or Mechanical in the case of prosthetics) statistic will determine how good you are at diagnosing patient&#039;s conditions. If you don&#039;t quite reach the requirements, the Surgical UI window will show with a single button called &amp;quot;Diagnose&amp;quot;. Once you click it, you will begin to &#039;&#039;&#039;&#039;&#039;attempt&#039;&#039;&#039;&#039;&#039; to diagnose the patient&#039;s condition on the bodypart you&#039;re operating in. If successful, the information such as health and organs&#039; integrity will display. If unsuccessful, you will have to try again and again until you make it, else you won&#039;t be able to perform most of the procedures detailed here.&lt;br /&gt;
&lt;br /&gt;
Only [[Medical Doctor]]s and the [[Chief Biolab Overseer]] are qualified to perform advanced surgery, but nothing bars [[Corpsman|Corpsmen]] or [[Roboticist]]s from doing so when no Doctors (or ideal conditions) are available.&amp;lt;br&amp;gt; Ideally, all surgical procedures require a set of proper Surgical Tools in the Operating Theatre, along with an Operating Table: [[File:Optable.gif]] and Anesthetics [[File:Medical_stand.png]]&lt;br /&gt;
&lt;br /&gt;
The patient must &#039;&#039;&#039;ALWAYS&#039;&#039;&#039; be sedated to perform surgery, both out of ethical practice and to not have them go through the horror of feeling their guts played with. The &#039;&#039;&#039;&#039;&#039;ideal&#039;&#039;&#039;&#039;&#039; way is through the use of Anesthetics [[File:Medical_stand.png]], but in case of not counting with them for whatever reason, using Soporifics (&#039;&#039;&#039;&amp;lt;u&amp;gt;NOT&amp;lt;/u&amp;gt; CHLORAL HYDRATE. [[Guide_to_Chemistry#Soporific|SOPORIFIC]].&#039;&#039;&#039;) is a viable alternative. If somehow lacking both &amp;lt;s&amp;gt;shame on you&amp;lt;/s&amp;gt;, at least numb the patient&#039;s pain through the use of either [[Guide_to_Chemistry#Tramadol|Tramadol]], or better yet, [[Guide_to_Chemistry#Oxycodone|Oxycodone]]. &amp;lt;br&amp;gt;&lt;br /&gt;
The &#039;&#039;&#039;sole&#039;&#039;&#039; exception to this rule are either [[Cht’mant]] (since they cannot feel pain, and most prefer to even watch the surgical procedures due to being &amp;lt;s&amp;gt;sick fucks&amp;lt;/s&amp;gt; scared of impalement with metals), or people who specify either verbally or through their Medical Records to not undergo a state of unconsciousness during surgery, for whatever reason it might be (Preference, past trauma, religious purposes, etc). &#039;&#039;&#039;Always&#039;&#039;&#039; respect people&#039;s wishes first and foremost, as they have the [[Standard_Operating_Procedure#Right_to_Refuse_Treatment|right to refuse]].&amp;lt;br&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;IF THE PATIENT IS *NOT* BUCKLED, YOU WILL MURDER THEM INSTEAD OF ATTEMPTING SURGERY STEPS!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Field Surgery==&lt;br /&gt;
Generally, this should &#039;&#039;&#039;only&#039;&#039;&#039; be put into play if you are unable to reach Medbay or the operating rooms (e.g. Medbay is full of spiders, exploded or &amp;lt;s&amp;gt;both&amp;lt;/s&amp;gt; otherwise on an expedition far outside the Colony) and surgery needs to be done &#039;&#039;immediately&#039;&#039; to save a patient&#039;s life, or return them to combat capabilities. Since you likely won&#039;t have a proper operating table at hand, a more serviceable option than the floor would be a Roller bed [[File:Rollerbed.png]], since it has the least chance of step failure outside properly suited surfaces. However, if even that convenience isn&#039;t an option, carrying around some metal to construct a Bed [[File:Bed.png]] on the fly should work, as long as the patient remains &#039;&#039;&#039;buckled&#039;&#039;&#039; to it.&amp;lt;br&amp;gt;&lt;br /&gt;
If possible, remove their backpack, put a tank of anesthetic [[File:Anesthetics.png]] on their back and a breathing mask [[File:Breathingmask.png]]on their face, turn it on, and get to it. All of this is accomplished by dragging their character&#039;s sprite to yours, then clicking on the corresponding equipment slots with your hands empty.&amp;lt;br&amp;gt;&lt;br /&gt;
If no anesthetic is supplied, refer to the use of Tramadol or Oxycodone, and tell them to look aside.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;AGAIN, MAKE SURE THEY ARE *BUCKLED* TO THE BED/ROLLER BED OR YOU WILL HURT THEM INSTEAD!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Self Surgery==&lt;br /&gt;
You can also perform surgery on yourself (known as Self-Surgery), but it will require buckling yourself to a [[File:Chair.png]]&#039;&#039;&#039;chair&#039;&#039;&#039; instead of a bed. You won&#039;t be able to do this while unconscious, so at least medicate yourself with some [[Guide_to_Chemistry#Tramadol|strong]] [[Guide_to_Chemistry#Oxycodone|painkillers]] beforehand. And you can&#039;t also operate on your hand if your tool is the one holding it, so you can&#039;t open an incision on your right hand if your right hand is the one holding the scalpel!&lt;br /&gt;
==Surgical Tools==&lt;br /&gt;
For the sake of easier classification and not listing every single item in the game, we will talk about Tool Qualities first.&lt;br /&gt;
Every surgical step requires a tool with a certain Tool Quality to work. The Qualities used in surgery are:&lt;br /&gt;
* &#039;&#039;&#039;Cutting/Laser Cutting&#039;&#039;&#039;&lt;br /&gt;
*:- This handles incisions and facial reconstruction surgery.&lt;br /&gt;
* &#039;&#039;&#039;Clamping&#039;&#039;&#039;&lt;br /&gt;
*:- This handles stopping the bleeding caused by incisions, and removal of objects.&lt;br /&gt;
* &#039;&#039;&#039;Retracting&#039;&#039;&#039;&lt;br /&gt;
*:- This is used to open the surgery interface window on an open incision.&lt;br /&gt;
* &#039;&#039;&#039;Bone setting&#039;&#039;&#039;&lt;br /&gt;
*:- This is used to set a damaged bone back in its proper place, without fixing the integrity damage.&lt;br /&gt;
* &#039;&#039;&#039;Sawing&#039;&#039;&#039;&lt;br /&gt;
*:- This is used for amputation of organic limbs.&lt;br /&gt;
* &#039;&#039;&#039;Cauterizing&#039;&#039;&#039;&lt;br /&gt;
*:- This is used to cauterize and close surgical incisions cleanly, as well as recconecting transplanted organs.&lt;br /&gt;
* &#039;&#039;&#039;Hammering&#039;&#039;&#039;&lt;br /&gt;
*:- This is used to purposedly break bones.&lt;br /&gt;
* &#039;&#039;&#039;Screw driving&#039;&#039;&#039;&lt;br /&gt;
*:- This is used for opening the hatch on prosthetic limbs, or fixing robotic organs.&lt;br /&gt;
* &#039;&#039;&#039;Bolt turning&#039;&#039;&#039;&lt;br /&gt;
*:- This is used to disconnect (i.e, Amputate) robotic limbs.&lt;br /&gt;
* &#039;&#039;&#039;Prying&#039;&#039;&#039;&lt;br /&gt;
*:- This is used to remove objects from a robotic limb.&lt;br /&gt;
* &#039;&#039;&#039;Bone grafting&#039;&#039;&#039;&lt;br /&gt;
*:- This is used to repair integral damage to bones.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Approved Surgical Tools:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Surgicalsaw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bonesetter.png]] Bone setter&lt;br /&gt;
* [[File:Bonegel.png]] Bone gel&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetics&lt;br /&gt;
* [[File:Autopsyscan.gif]] Autopsy scanner&lt;br /&gt;
* [[File:Latex.png]] Latex/Nitrile gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced Trauma Kit&lt;br /&gt;
* [[File:Burnkit.png]] Advanced Burn Kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&amp;quot;Alternative&amp;quot; Tools:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[File:Cablecoil.png]] Cable Coil (See Robotic Limb Repair)&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters (Retracting, Bone setting)&lt;br /&gt;
*[[File:Freeman.png]] Crowbar (Prying, Hammering)&lt;br /&gt;
*[[File:Welder.png]] Welding Tool (Welding, Cauterizing)&lt;br /&gt;
*[[File:Screwdriver.png]] Screwdriver (Screwdrivering, Bone setting)&lt;br /&gt;
*[[File:Wrench.png]] Wrench (Bolt turning, Hammering)&lt;br /&gt;
*[[File:Knife.png]] Any sharp object with Cutting quality.&lt;br /&gt;
*[[File:Lighter.gif]] Any lighter or lit cigarette (Cauterizing)&lt;br /&gt;
*[[File:Saw.png]] Any item with Sawing quality.&lt;br /&gt;
*[[File:Bandaid.png]] Bruise pack (As a trauma kit)&lt;br /&gt;
*[[File:Ointment.png]] Ointment (As a burn kit)&lt;br /&gt;
*[[File:Superglue.png]] Superglue (For healing damaged bones)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The Soteria Medical Omnitool [[File: Omnitool.png]] is an excellent implant any respectable Medical Doctor or Corpsmen would love to have installed. It saves space by virtue of being an implant instead of having to carry around an entire Surgical Kit, and works as every tool on it just by clicking on the body (and choosing the steps from the prompt UI) or the Surgery UI window&#039;s buttons with it in hand! Only drawback is requiring a battery to function &amp;lt;s&amp;gt;,but it&#039;s said that there&#039;s a famed Greyson Positronics model that requires no battery at all...&amp;lt;/s&amp;gt; Someone didn&#039;t like that and now even Greyson Medical Omnitools require batteries. Sad! (They&#039;re at least faster than Soteria ones...)&lt;br /&gt;
&lt;br /&gt;
==Preventing Infections==&lt;br /&gt;
&#039;&#039;&#039;ALWAYS&#039;&#039;&#039; wear Latex/Nitrile Gloves (or at least any kind of glove) and wash your hands before (&#039;&#039;&#039;AND AFTER&#039;&#039;&#039;) every surgery. Failure to do so will result in giving your patient an infection which, if left untreated for a long time, can be &amp;lt;s&amp;gt;deadly&amp;lt;/s&amp;gt; very inconveniencing. Make sure both your hands &#039;&#039;&#039;AND&#039;&#039;&#039; your tools are clean from blood &#039;&#039;&#039;&#039;&#039;BEFORE&#039;&#039;&#039;&#039;&#039; attempting surgery. Having a bottle spray filled with [[Guide_to_Chemistry#Sterilizine|Sterilizine]] handy does wonder for keeping infections away if proper sanitization fails. Just spray them with it it after you&#039;re done! [[File: Spray.png]]&lt;br /&gt;
&lt;br /&gt;
==Preparing the Operating Theatre==&lt;br /&gt;
&lt;br /&gt;
* Open any of the lockers inside the room, take out an Anesthetics tank [[File:Anesthetics.png]] and slap it into the Medical Stand [[File:Medstand_empty.png]]&lt;br /&gt;
* It should now look like this: [[File:Medical_stand.png]]&lt;br /&gt;
* Tighten the nut holding the tank in place with a Wrench [[File:Wrench.png]] from the same locker, by clicking on the Medical Stand (with the Anesthetic tank attached) with it.&lt;br /&gt;
&lt;br /&gt;
==Preparing a patient for surgery==&lt;br /&gt;
&lt;br /&gt;
# Lay the patient on the Operating Table [[File:Optable.gif]] This will &#039;&#039;&#039;buckle&#039;&#039;&#039; them to it.&lt;br /&gt;
# Click and hold the Medical Stand&#039;s sprite [[File:Medical_stand.png]] then drag it unto the patient&#039;s sprite. &amp;lt;br&amp;gt; Make sure they are not wearing a mask, a cigarette, or holding anything on their mouths.&amp;lt;br&amp;gt; If there&#039;s a Blood Pack attached to the Medical Stand as well, you&#039;ll get a prompt on wich you want to connect: Blood pack or Mask.&lt;br /&gt;
# Click on the Medical Stand&#039;s sprite with an empty hand, and select &amp;quot;Toggle Valve&amp;quot; to open or close the gas tank&#039;s valve, making them breathe in the anesthetics.&lt;br /&gt;
# Right click the patient&#039;s sprite and Examine them, to ascertain that they are properly asleep.&lt;br /&gt;
# Start the surgical procedures&lt;br /&gt;
&lt;br /&gt;
 If the patient is already dead &amp;lt;s&amp;gt;&#039;&#039;&#039;NANI?!&#039;&#039;&#039;&amp;lt;/s&amp;gt;, forego the use of anesthesics entirely.&amp;lt;br&amp;gt;Don&#039;t forget to perform an Autopsy scan for research points!&lt;br /&gt;
&lt;br /&gt;
=Surgical Procedures List=&lt;br /&gt;
There are many different types of surgeries that can be performed to save the life of a patient. The following list assumes the patient is already buckled to a surgical table/bed/roller bed and properly sedated.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Incision==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first step to perform every single surgical procedure.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the body part you wish to operate [[File:Targethud.gif]]&lt;br /&gt;
# Click on the patient&#039;s sprite while holding a [[File:Scalpel.png]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039;, or a tool with Cutting quality, to start the incision.&lt;br /&gt;
# Click on the patient with [[File:Hemostat.png]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; or a tool with Clamping quality in hand to stop the bleeding.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;Retractor&#039;&#039;&#039;, or a tool with Retracting quality, to open the surgical interface.&lt;br /&gt;
[[File:SurgeryUI.png|center|thumb|An example of the Surgery UI window. This is your main way to interact with internal organs of a patient.&amp;lt;br&amp;gt;Notice that the Diagnostics part will only show by default if your Biology/Mechanical skill is high enough, otherwise it will be replaced with a Diagnose button.]]&lt;br /&gt;
The Surgical UI interface is your main way to interact with everything &#039;&#039;&#039;inside&#039;&#039;&#039; a patient. Unless stated otherwise, all surgical steps are assumed to be performed on the body lying on your table rather than the options inside the Surgery UI window.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; If opening an incision with a  [[File:Scalpel3.png]] &#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039;, you will get a prompt in the form of a double button UI to do either a normal incision or a laser-assisted one. If you choose the latter (The red scalpel icon, bottom option), forego the Hemostat step entirely.&amp;lt;br&amp;gt;&lt;br /&gt;
 If for some reason you walk away from surgery and the Surgery UI closes, all you need to do is Examine the patient to open up the window again, or just use the Retractor once more, as long as you target the right bodypart.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Incision==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final step of &#039;&#039;&#039;ALL&#039;&#039;&#039; surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the body part with an open incision you wish to close [[File:Targethud.gif]]&lt;br /&gt;
# Use a [[File:Cautery.png]] &#039;&#039;&#039;Cautery&#039;&#039;&#039;, or tool with Cauterizing quality on the patient to seal the incision.&lt;br /&gt;
#: If you didn&#039;t manually close the surgery interface, it will automatically close itself at this point.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
 &#039;&#039;&#039;IMPORTANT:&#039;&#039;&#039; Always manually examine a patient to see if you forgot to close any incisions! An open bodypart should say that &amp;quot;They have an open incision on their (limb)&amp;quot;.&amp;lt;br&amp;gt;Open incisions lead to pain for patients and possible infections!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Setting and Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting bones back the way they should be, and fixing their integrity damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on the body part with a fracture [[File:Targethud.gif]]&lt;br /&gt;
# On the surgical screen, click on &amp;quot;Mend&amp;quot; while holding a [[File:Bonesetter.png]] &#039;&#039;&#039;Bone Setter&#039;&#039;&#039; (or a tool with Bone setting quality) to set the bone in place if it&#039;s broken.&lt;br /&gt;
# Click on &amp;quot;Graft&amp;quot; while holding a [[File:Bonegel.png]] &#039;&#039;&#039;Bone Gel&#039;&#039;&#039; (or a tool with Bone Grafting quality) to heal the damage to its integrity.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Brokenbones.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;An example screenshot of a broken ribage.&amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tissue Reconstitution==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Healing massive ammounts of either Brute or Burn damage to prepare a corpse for revival.&amp;lt;br&amp;gt;Note that bodies with more than 400 Burn damage will require [[Guide_to_Chemistry#Ryetalyn|Ryetalyn]] to unhusk after this surgery to be properly revived.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the Chest [[File:Chest.png]]&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]], the Retracting step is optional since we won&#039;t be using the Surgery UI window.&lt;br /&gt;
# Click on the patient&#039;s &#039;&#039;&#039;body&#039;&#039;&#039; sprite with a &#039;&#039;&#039;FULL&#039;&#039;&#039;* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039; for healing Brute,&amp;lt;br&amp;gt;or [[File:Burnkit.png]] &#039;&#039;&#039;Advanced Burn Kit&#039;&#039;&#039; for Burns.&lt;br /&gt;
#: [[File:Bandaid.png]] &#039;&#039;&#039;Bruise Packs&#039;&#039;&#039; and [[File:Ointment.png]] &#039;&#039;&#039;Ointment&#039;&#039;&#039; can also be used on this step for Brute and Burn respectively.&lt;br /&gt;
# Scan the patient with your Health analyzer for an appropiate threshold for revival. If more than 100 Brute/Burn damage is present, repeat Step 3 until the patient is below that ammount.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;*If the Trauma Kit/Burn Kit isn&#039;t full (All five uses left) when performing this surgery, the surgery will consume time but will not work.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
===IMPORTANT NOTE===&lt;br /&gt;
 &#039;&#039;&#039;THIS SURGICAL STEP WILL CONSUME ALL 5 (FIVE) USES OF A SINGLE BURN OR TRAUMA KIT TO HEAL AROUND 100 DAMAGE. THIS IS A *VERY* EXPENSIVE PROCEDURE!!!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organs Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending damaged organs such as lungs, liver, kidneys, stomach and brain. This also applies for Muscles, Nerves and Blood Veins.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on the body part with a damaged organ. [[File:Targethud.gif]]&lt;br /&gt;
# Locate the damaged organ and click the Heal/Mend button while holding the corresponding tool in your hand:&lt;br /&gt;
#* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039; or [[File:Bandaid.png]] &#039;&#039;&#039;Bruise Pack&#039;&#039;&#039; for organic organs.&lt;br /&gt;
#* [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; or [[File:Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; for synthetic/robotic organs.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Limb and Stump Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This surgical step is &#039;&#039;&#039;required&#039;&#039;&#039; to [[Surgery#Limb_Replacement|replace a limb]] amputated through enough damage received that it left a stump in its place. Or to replace them with prosthetic variants.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the limb or stump you wish to amputate [[File:Targethud.gif]]&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on it.&lt;br /&gt;
#* &#039;&#039;&#039;IF THE PATIENT HAS A STUMP ON SCANS BUT YOU GET A &amp;quot;They&#039;re missing that limb!&amp;quot; MESSAGE WHEN ATTEMPTING THIS STEP, PLEASE AHELP AS IT MIGHT BE BUGGED.&#039;&#039;&#039;&lt;br /&gt;
# On the surgery window, scroll down to the bottom until you see the Amputate button in red.&lt;br /&gt;
# Click the Amputate button while holding a [[File:Surgicalsaw.png]] &#039;&#039;&#039;Surgical Saw&#039;&#039;&#039; (or tool with Sawing quality) in hand.&lt;br /&gt;
#* If the limb in question was a Stump, its bleeding will have stopped with this step.&lt;br /&gt;
# Manually close the Surgery UI window (as you won&#039;t be able to cauterize a limb that&#039;s missing!)&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Amputate_Insert.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These are the buttons you are looking for.&amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs with new ones. Yes, even the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
If the patient has a stump, perform [[Surgery#Limb_and_Stump_Amputation|Stump Removal surgery]] first.&lt;br /&gt;
# Aim for the patient&#039;s correct zone using the [[File:Targethud.gif]] Damage Zone:&lt;br /&gt;
#* If the missing limb is an Arm or the Head, aim for the Chest. [[File:Chest.png]]&lt;br /&gt;
#* If the missing limb is a Leg, aim for the Groin. [[File:Groin.png]]&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on the proper body part.&lt;br /&gt;
# Scroll down to the bottom of the Surgery UI window and click &amp;quot;Insert&amp;quot; with the desired limb in hand.&lt;br /&gt;
#* This limb can be a Prosthetic as well.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
&lt;br /&gt;
 If the inserted limb was amputated before by less savory individuals, make sure to [[Surgery#Closing_a_Surgical_Incision|Close the incision]] on it too.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Inserting Implants and Toolsets==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;&amp;quot;My vision is augmented.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the bodypart in wich you wish to insert the augmentation [[File:Targethud.gif]]&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on the proper body part. Some implants can only be installed on certain bodyparts:&lt;br /&gt;
#* Subdermal Armor can only be installed on the Chest&lt;br /&gt;
#* Mechanical Muscles can only be implanted on Legs&lt;br /&gt;
#* Embedded HUDs can only be implanted on the Head (No need to target the eyes!)&lt;br /&gt;
# Scroll down the Surgery UI window until you see the Insert button and click on it with the augment in hand.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Amputate_Insert.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;These are the buttons you are looking for.&amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Foreign Object Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing embedded shrapnel and objects from the body, as well as Implants (most importantly Excelsior ones) and other stuff that shouldn&#039;t normally be inside a body...&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Scan the patient on the Body Scanner to know the location of foreign objects. They will show up as &amp;quot;Unknown body present&amp;quot; on the corresponding bodypart. Printing the scan and keeping it handy is always recommended.&lt;br /&gt;
# Aim for the implant/unknown body&#039;s location [[File:Targethud.gif]]&lt;br /&gt;
#* When ordered by Blackshield to remove an Excelsior implant, they will most likely be located on the Head.&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on the proper body part.&lt;br /&gt;
# With your [[File:Hemostat.png]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; in hand (or a tool with Clamping quality), click on &amp;quot;Extract&amp;quot; below its icon on the Surgery UI window to excise it from the body.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Facial Reconstruction==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;When a person shows as &amp;quot;Unknown&amp;quot; or &amp;quot;&amp;lt;Name&amp;gt; (as &amp;quot;&amp;lt;Name&amp;gt;&amp;quot;)&amp;quot; despite not having their face obscured, it means their vocal chords snapped or their face is most likely manged beyond recognition by severe blunt trauma. Examining a person will most likely tell at a glance that their face &amp;quot;looks horribly mangled!&amp;quot;. This is how we make &#039;em pretty again.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on the patient&#039;s Head [[File:Target_Head.png]]&lt;br /&gt;
#* In the Surgery UI window, on the right side below the head&#039;s integrity, the condition should show as &amp;quot;Disfigured face&amp;quot; or &amp;quot;Damaged vocal cords&amp;quot;.&lt;br /&gt;
# Click on &amp;quot;Restore&amp;quot; while holding a [[File:Scalpel.png]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039; or tool with Cutting quality on hand.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Disfiguration.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;An example screenshot of a disfigured face. The text is selected for ease of readability.&amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Extraction/Transplant==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of different organs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Step one: Locating the organ&#039;&#039;&#039;&lt;br /&gt;
# Aim for the appropiate organ&#039;s location:&lt;br /&gt;
#* Head for Brain/Eyes&lt;br /&gt;
#* Chest for Heart/Lungs/Stomach&lt;br /&gt;
#* Groin for Appendix/Kidneys/Liver&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Extracting an organ:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on the desired bodypart containing the organ to remove, then:&lt;br /&gt;
## For the Bones, click on &amp;quot;Extract&amp;quot; with your [[File:Hemostat.png]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; or a tool with Clamping quality in hand.&lt;br /&gt;
## For the rest of the organs, click on &amp;quot;Separate&amp;quot; with your [[File:Scalpel.png]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039; or a tool with Cutting quality.&lt;br /&gt;
### Then click on &amp;quot;Extract&amp;quot; with your [[File:Hemostat.png]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; or tool with Clamping quality in hand to remove it.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
 If the extracted organ is the Brain for borgification purposes, place it as soon as you can inside a [[File:MMI_empty.png]] &#039;&#039;&#039;Man-Machine Interface&#039;&#039;&#039; to preserve its integrity.&amp;lt;br&amp;gt; [[File:MMI_full.png]] &amp;lt;small&amp;gt;&amp;lt;i&amp;gt;&amp;quot;Beep boop I appreciate it, meatbag.&amp;quot;&amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transplanting an organ:&#039;&#039;&#039;&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on the correct bodypart the organ to transplant belongs to.&lt;br /&gt;
# Scroll down to the bottom of the Surgery UI window and click &amp;quot;Insert&amp;quot; with the organ in hand.&lt;br /&gt;
# The inserted organ should be at the bottom of the list now. Click on &amp;quot;Attach&amp;quot; with a [[File:Cautery.png]] &#039;&#039;&#039;Cautery&#039;&#039;&#039; or tool with Cauterizing quality in hand to &#039;&#039;&#039;properly&#039;&#039;&#039; attach it to the body and begin to do its job.&lt;br /&gt;
#* If the organ is Prosthetic in nature, use a [[File:Screwdriver.png]] &#039;&#039;&#039;Screwdriver&#039;&#039;&#039; or tool with Screwdriving quality instead.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
&lt;br /&gt;
Note that &#039;&#039;&#039;every&#039;&#039;&#039; bodypart contains at least:&lt;br /&gt;
# Its corresponding bone (Skull, Ribcage, Pelvis, Humerus and Femur)&lt;br /&gt;
# Nerve synapses&lt;br /&gt;
# Muscles&lt;br /&gt;
# Blood Veins&lt;br /&gt;
&#039;&#039;&#039;All&#039;&#039;&#039; of these are considered &#039;&#039;&#039;&amp;quot;ORGANS&amp;quot;&#039;&#039;&#039; (Yes, EVEN the bones!) for the purposes of this surgical procedure and can be extracted the same way, with bones having a stronger difficulty compared to the rest of them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Purging Toxins/Fixing Neural Degradation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;This procedure cures all Toxin damage on a patient, whether alive or dead. It also fixes Neural Degradation on the brain caused by being dead for a long time. If a body died with 200 Toxin, and/or someone refuses to revive due to &amp;quot;Excessive neural degeneration&amp;quot;, this is the surgery you&#039;re looking for.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Target the patient&#039;s Chest [[File: Chest.png]]&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]], the Retracting step is optional since we won&#039;t be using the Surgery UI window.&lt;br /&gt;
# Use [[File: Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; on the patient&#039;s &#039;&#039;&#039;body&#039;&#039;&#039; to start removing toxin damage and fixing neural degradation.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information. Remember to give a copy of the scans to Science for research points!&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Use your [[File:Scalpel.png]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039; or tool with Cutting quality on &#039;&#039;&#039;EVERY SINGLE BODYPART:&#039;&#039;&#039;&lt;br /&gt;
#* Head&lt;br /&gt;
#* Chest&lt;br /&gt;
#* Both arms&lt;br /&gt;
#* Groin&lt;br /&gt;
#* Both legs&lt;br /&gt;
# Use your [[File: Hemostat.png]] &#039;&#039;&#039;Hemostat&#039;&#039;&#039; or tool with Clamping quality on every bodypart you cut to stop the bleeding.&lt;br /&gt;
#* If you used a [[File: Scalpel3.png]] &#039;&#039;&#039;Laser Scalpel&#039;&#039;&#039; and selected the laser-assisted incision, skip this step.&lt;br /&gt;
# Use the [[File:Autopsyscan.gif]] &#039;&#039;&#039;Autopsy Scanner&#039;&#039;&#039; on every single bodypart you cut.&lt;br /&gt;
# Cauterize every single bodypart with a [[File: Cautery.png]] &#039;&#039;&#039;Cautery&#039;&#039;&#039; or tool with Cauterizing quality.&lt;br /&gt;
# Use your [[File:Autopsyscan.gif]] &#039;&#039;&#039;Autopsy Scanner&#039;&#039;&#039; in-hand (press Z on hotkey mode, or click its sprite while it&#039;s on your hand) to print an Autopsy Report&lt;br /&gt;
# Hand this report attached to a written Autopsy report as stated on the [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]]&lt;br /&gt;
# &#039;&#039;&#039;Hand a copy of the Autopsy Report to Science for Research points.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Autopsy Scanner will continue to spit the same patient&#039;s autopsy data in a sheet of paper unless a different body is scanned. Remember to always cut and scan &#039;&#039;&#039;EVERY&#039;&#039;&#039; bodypart for increased accuracy on its readouts, and maximizing research point gain out of them.&amp;lt;br&amp;gt; If no one is on science, print from Research &amp;amp; Development a Science Tool (it&#039;s on the Misc cathegory), and use it on the piece of paper to scan it for points, then use it on the RND computer console to add the points.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The only way to remove a hardsuit out of a dead or unconscious person to be able to perform surgery on them.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;THIS PROCEDURE RELIES ON THE [[Stats|MECHANICAL]] STAT AND IS THUS PREFERED TO BE PERFORMED BY ROBOTICISTS OR ARTIFICER&#039;S GUILD MEMBERS. YOU, AS A DOCTOR, WILL MOST LIKELY FAIL THIS STEP MULTIPLE TIMES BEFORE SUCCEEDING. YOU HAVE BEEN WARNED.&#039;&#039;&#039;&lt;br /&gt;
# Aim for the chest [[File: Chest.png]]&lt;br /&gt;
# Use a &#039;&#039;&#039;surgical drill&#039;&#039;&#039;, or tool with Drilling quality to cut through the support systems.&lt;br /&gt;
# Click and drag the patient&#039;s sprite to your character&#039;s sprite, and remove the Hardsuit Module from their Back slot.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Reinforcement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Are your bones too brittle? With this little surgery you can get &#039;&#039;&#039;stronger&#039;&#039;&#039; bones, at the cost of their weight hampering your walking speed.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;THIS PROCEDURE RELIES ON THE [[Stats|MECHANICAL]] STAT AND IS THUS PREFERED TO BE PERFORMED BY ROBOTICISTS. YOU, AS A DOCTOR, WILL MOST LIKELY FAIL THIS STEP MULTIPLE TIMES BEFORE SUCCEEDING. YOU HAVE BEEN WARNED.&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This procedure also requires the bone to be damaged (but not broken)&lt;br /&gt;
# Aim for the bodypart that requires bone reinforcement [[File:Targethud.gif]]&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on the bodypart in question.&lt;br /&gt;
# In the Surgery UI window, check the corresponding bodypart&#039;s bone:&lt;br /&gt;
#* If the bone is not broken, click on &amp;quot;Break&amp;quot; with a tool of Hammering quality:&amp;lt;br&amp;gt; A [[File: Freeman.png]] &#039;&#039;&#039;Crowbar&#039;&#039;&#039; or [[File: Wrench.png]] &#039;&#039;&#039;Wrench&#039;&#039;&#039; work just as fine as a [[File: Hammer.png]] &#039;&#039;&#039;Hammer&#039;&#039;&#039; would.&lt;br /&gt;
#* If the bone is broken, click on &amp;quot;Reinforce&amp;quot; while holding some [[File: Bone_braces.png]] &#039;&#039;&#039;Bone Braces&#039;&#039;&#039; in hand.&lt;br /&gt;
# If broken, set the bone back in place with a [[File: Bonesetter.png]] &#039;&#039;&#039;Bone setter&#039;&#039;&#039; or tool with Bone setting quality.&lt;br /&gt;
# Mend integrity damage to the bone by using an [[File: Traumakit.png]] &#039;&#039;&#039;Advanced Trauma Kit&#039;&#039;&#039; or a [[File: Bandaid.png]] &#039;&#039;&#039;Bruise pack&#039;&#039;&#039;.&lt;br /&gt;
# [[Surgery#Closing_a_Surgical_Incision|Close the incision]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Necrotic Tissue Excision (Sepsis Removal)==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;When a patient&#039;s infection gets untreated for a long time, their external organs show signs of sepsis, or rotten body tissue, causing toxin damage over time. This surgery step is used to remove a Septic condition on an infected bodypart.&amp;lt;/small&amp;gt;&amp;lt;/i&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Scan your patient on the Body Scanner to locate the Septic organ&lt;br /&gt;
# Inject 15 units of [[Guide_to_Chemistry#Spaceacillin|Spaceacillin]] (No more than 17 units) on the patient to treat their Infection, so that their germ accumulation begins to go down, and his infection levels decrease over time.&lt;br /&gt;
# Once on the table, aim for the bodypart that contains the Septic organ [[File:Targethud.gif]]&lt;br /&gt;
# [[Surgery#Opening_a_Surgical_Incision|Open an incision]] on the bodypart in question.&lt;br /&gt;
# Click on the &amp;quot;Treat&amp;quot; button while holding a [[File:Scalpel.png]] &#039;&#039;&#039;Scalpel&#039;&#039;&#039; or tool with Cutting quality.&lt;br /&gt;
#* Wait a bit. If the Necrosis shows once more, that means the infection level hasn&#039;t gone down to an acceptable threshold, and you will need to repeat this step.&lt;br /&gt;
#* &#039;&#039;&#039;OPTIONAL:&#039;&#039;&#039; Accelerate the process of lowering germs on the bodypart by spraying the body of your patient with a [[File:Spray.png]] &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039; filled with [[Guide_to_Chemistry#Sterilizine|Sterilizine]].&lt;br /&gt;
# Once the Necrosis stops showing on the Conditions window, [[Surgery#Closing_a_Surgical_Incision|close the incision]].&lt;br /&gt;
# Direct your patient to rest on the Recovery Wing, periodically scanning them on the Body Scanner and injecting additional Spaceacillin as necessary until the infection is fully gone.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Necrosis.png|center|frame|This is what will show up if infections are neglected for a long time!]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 Infections have multiple stages, and this condition shows up once an infected bodypart reaches Stage 3 and higher, wich code-wise means an accumulation of 1000 units (or more) of germs on a bodypart. Unless the bodypart in question gets its germ_count reduced to below that ammount, the Necrosis will continue to show on the Conditions window.&amp;lt;br&amp;gt;There is, sadly, no in-game way to see the germ count of a patient (other than assuming infection stages through the Body Scanner), so this procedure is guided more by intuition than anything else.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Prosthetic Procedures for Roboticists=&lt;br /&gt;
For FBP and robotic organ repairs, refer to the [[Guide_to_Robotics#Repairing_Damage|Guide to Robotics]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2230</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2230"/>
		<updated>2021-09-24T18:45:17Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== The Way Of Soteria ===&lt;br /&gt;
1. Fuck around.&lt;br /&gt;
2. Find out.&lt;br /&gt;
3. Note it down.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), patient with a DNR, or a person marked for execution is grounds for a 1 month of suspension from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
* All non-psionic crew with genetically modified DNA should be confined to the research division at all times.&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* The only time non-psionic genetically modified DNA is permitted outside the research division is with the express consent of the High Council.&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman avaliable the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one rifle type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2225</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2225"/>
		<updated>2021-09-16T23:31:40Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of the Soteria. Members of the biolab division are required to treat all willing patients.&lt;br /&gt;
&lt;br /&gt;
#Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering. &lt;br /&gt;
#I recognize that the practice of medicine is a privilege with which comes considerable responsibility and I will not abuse my position. &lt;br /&gt;
#I will practice medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#I will recognize the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honor.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), patient with a DNR, or a person marked for execution is grounds for a 1 month of suspension from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
* All non-psionic crew with genetically modified DNA should be confined to the research division at all times.&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* The only time non-psionic genetically modified DNA is permitted outside the research division is with the express consent of the High Council.&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman avaliable the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division when they are acting in the capacity of medical.&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one rifle type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Example_Paperwork&amp;diff=2195</id>
		<title>Example Paperwork</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Example_Paperwork&amp;diff=2195"/>
		<updated>2021-09-06T15:17:09Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the most useful page for in-depth role-players! Listed below are the examples of how to properly format in-game paperwork! &#039;&#039;&#039;We do not enforce the use of this paperwork exactly how it is presented here this is simple to give you a good base.&#039;&#039;&#039;  Much of this work has been siphoned off from many different places in the SS13 community. Notable examples being two Separate [http://baystation12.net/forums/viewtopic.php?f=1&amp;amp;t=6193 Baystation] --  [http://baystation12.net/forums/viewtopic.php?f=1&amp;amp;t=6193 forum] posts, and parts of the [https://doku.ss13polaris.com/doku.php?id=game:guides:paperwork:example_paperwork Polaris] wiki. These examples already have most of the special notation included, But if you wish to learn what each of these notes mean, and how to use it in your own custom paperwork also see: [[Guide to Paperwork]].&lt;br /&gt;
&lt;br /&gt;
= Character Records =&lt;br /&gt;
First you should take a look at the information your character &#039;&#039;should&#039;&#039; have before starting their first day working on station. (&amp;quot;s&#039;&#039;hould&amp;quot;, some jobs don&#039;t require records, like lodge hunter and outsider, but all colony jobs do require you fill out all three records.)&#039;&#039;  Your character should have the following records: Employment, Medical and Security! These should be filled out as if they were being written about your character from a corporate or hiring staff member&#039;s point of view. &#039;&#039;&#039;&#039;&#039;Just like your actual character please make sure your records fit with our stations &amp;quot;canon” and &amp;quot;[[rules]]&amp;quot;.&#039;&#039;&#039;&#039;&#039; Always remember the golden rule, some records are better than no records and they can be as long or short as it needs to be.&lt;br /&gt;
&lt;br /&gt;
=== Employment: ===&lt;br /&gt;
 EDUCATION SUMMARY:&lt;br /&gt;
 CURRENT QUALIFICATIONS:&lt;br /&gt;
 CURRENT CERTIFICATIONS:&lt;br /&gt;
 EMPLOYMENT HISTORY&lt;br /&gt;
 [Company Name]&lt;br /&gt;
 [Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
 [Synopsis of job]&lt;br /&gt;
 [Reason for Departure/Termination]&lt;br /&gt;
 [Notes]&lt;br /&gt;
 &lt;br /&gt;
 [Company Name]&lt;br /&gt;
 [Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
 [Synopsis of job]&lt;br /&gt;
 [Reason for Departure/Termination]&lt;br /&gt;
 [Notes]&lt;br /&gt;
 &lt;br /&gt;
 [Company Name]&lt;br /&gt;
 [Employment Start Date] -- [Employment Termination Date]&lt;br /&gt;
 [Synopsis of job]&lt;br /&gt;
 [Reason for Departure/Termination]&lt;br /&gt;
 [Notes]&lt;br /&gt;
 &lt;br /&gt;
 HIRING AGENT NOTES: [This is a Risk Assessment field, written from an IC standpoint. Feel free to substitute for RA from Sec instead.]&lt;br /&gt;
&lt;br /&gt;
=== Medical: ===&lt;br /&gt;
&#039;&#039;&#039;(Note: Please try and keep illness and disability with-in the scope of our setting. Do not include something that can not be easily recreated within in-game mechanics or easily role-play able. An example being &amp;quot;Needing to breath something other then oxygen to survive.&amp;quot; Can be easily RP&#039;ed with a empty oxygen tank and mask. While having something like &amp;quot;opifex-pox&amp;quot; that causes you to instantly transform into a Opifex when someone sneezes would not work.) This can be as long or as short as it needs to be.&#039;&#039;&#039;&lt;br /&gt;
 NAME: [surname, fore/middle]&lt;br /&gt;
 BIRTHDATE: [d/m/y]&lt;br /&gt;
 SPECIES: [insert here]&lt;br /&gt;
 HEIGHT: [centimetres/feet]&lt;br /&gt;
 WEIGHT: [kilogram/pounds]&lt;br /&gt;
 EYE COLOR:&lt;br /&gt;
 HAIR COLOR:&lt;br /&gt;
 RACE/ETHNICITY:&lt;br /&gt;
 SPOKEN LANGUAGES: [primary/secondary, or native/learned]&lt;br /&gt;
 PREFERRED LANGUAGE: [probably ___ Basic or ___ Common]&lt;br /&gt;
 NEXT OF KIN: [surname, forename ([relation], [age])]&lt;br /&gt;
 EMERGENCY CONTACT: [surname, forename, relation, phone number (ala &amp;quot;07211 408555&amp;quot;)]&lt;br /&gt;
 LAST UPDATE: [d/m/y]&lt;br /&gt;
  &lt;br /&gt;
 IMPORTANT INFORMATION&lt;br /&gt;
  &lt;br /&gt;
 POSTMORTEM INSTRUCTIONS:&lt;br /&gt;
 PROSTHETIC(S)/IMPLANTS(S): YES/NO - info if YES&lt;br /&gt;
 ALLERGIES: YES/NO - info if YES&lt;br /&gt;
  &lt;br /&gt;
 SURGICAL HISTORY:&lt;br /&gt;
 Date [d/m/y] - Description - Surgeon - Location&lt;br /&gt;
  &lt;br /&gt;
 OBSTETRIC HISTORY:&lt;br /&gt;
 [surname, forename, gender, age]&lt;br /&gt;
 If blank, put N/A&lt;br /&gt;
  &lt;br /&gt;
 MEDICATION HISTORY:&lt;br /&gt;
 [medication, dosage, every __ ([date] to [date])]&lt;br /&gt;
  &lt;br /&gt;
 CURRENT MEDICATIONS/PRESCRIPTIONS:&lt;br /&gt;
 [medication, dosage, every __]&lt;br /&gt;
  &lt;br /&gt;
 Physical Evaluations:&lt;br /&gt;
 [d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
 [d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
  &lt;br /&gt;
 DOCUMENTED PSYCHOLOGICAL DISORDERS:&lt;br /&gt;
 [either list things here or put N/A]&lt;br /&gt;
  &lt;br /&gt;
 Psychological Evaluations:&lt;br /&gt;
 [d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
 [d/m/y] - [pass/fail] - [additional info]&lt;br /&gt;
  &lt;br /&gt;
 Medical Doctor&#039;s Notes:&lt;br /&gt;
 [include a short IC note here, likely written by a doctor who has worked on or examined your character before]&lt;br /&gt;
 -[Doctor [initial] [surname]]&lt;br /&gt;
&lt;br /&gt;
=== Security: ===&lt;br /&gt;
&#039;&#039;&#039;(Note: this should only contain Information you WANT security to know about you. Do not fill it with any information that you would like to be kept as a... &amp;quot;Surprise&amp;quot;. This can be as long or as short as you like depending on your character, after all, you might never have been arrested before.)&#039;&#039;&#039;&lt;br /&gt;
 RACE:&lt;br /&gt;
 IDENTIFYING FEATURES:&lt;br /&gt;
 &lt;br /&gt;
 ARREST HISTORY&lt;br /&gt;
 &lt;br /&gt;
 [DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
 [Synopsis]&lt;br /&gt;
 ADMISSION DATE: [If Applicable]&lt;br /&gt;
 RELEASE DATE: [If Applicable]&lt;br /&gt;
 RELEASE REASON: [If Applicable]&lt;br /&gt;
 NOTES:&lt;br /&gt;
 &lt;br /&gt;
 [DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
 [Synopsis]&lt;br /&gt;
 ADMISSION DATE: [If Applicable]&lt;br /&gt;
 RELEASE DATE: [If Applicable]&lt;br /&gt;
 RELEASE REASON: [If Applicable]&lt;br /&gt;
 NOTES:&lt;br /&gt;
 &lt;br /&gt;
 [DD/MONTH/YYYY]: [Arrest Reason, w/ Applicable Laws]&lt;br /&gt;
 [Synopsis]&lt;br /&gt;
 ADMISSION DATE: [If Applicable]&lt;br /&gt;
 RELEASE DATE: [If Applicable]&lt;br /&gt;
 RELEASE REASON: [If Applicable]&lt;br /&gt;
 NOTES:&lt;br /&gt;
 &lt;br /&gt;
 THREAT ASSESSMENT&lt;br /&gt;
 &lt;br /&gt;
 Physical Capability: [Strengths, weaknesses, etc. (This can be race related such as kriosans stun weakness)]&lt;br /&gt;
 [Threat Level; Low/Medium/High]&lt;br /&gt;
 [Shorthand information]&lt;br /&gt;
 [Personal notes from caseworker, optional]&lt;br /&gt;
 &lt;br /&gt;
 REASON FOR JOINING THE COLONY&lt;br /&gt;
  [Shorthand information quoted or written by your character for leaving the Sol Federation to join the colony]&lt;br /&gt;
&lt;br /&gt;
=Other=&lt;br /&gt;
&lt;br /&gt;
===Paper work loss or damage report===&lt;br /&gt;
Paperwork loss or damage report by Valido&lt;br /&gt;
Must accompany any and all lost or damaged paper work replacement requests&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]PW-42-3 Form:[/u][/b][large] Paperwork loss or damage report[/center][/large]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br][b][u]Name/Aliases of losing party:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Current Job:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Was the paper lost or damaged?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Other involved parties and occupation:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Other parties culpability in the incident:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]How was the paperwork lost or damaged?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]What can be done to avoid this occurring again?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Head of losing party&#039;s department signature:[/u][/b][i][br][field][/i][br][hr][i][small]New paperwork requests are governed by fair use policy PW-41. The relevant faction witholds the right to deny any and all applications for replacement paperwork dependent on policy PW-41 and any other pertinent criteria designated by law at the time of the denial of application. Excessive paperwork loss or damage as laid out in PW-41-b is to be compensated for out of personal income and accounts as specified under 67c6 and not paperwork expenditure allowances.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Paperwork receipt form===&lt;br /&gt;
Paperwork receipt form by Valido&lt;br /&gt;
The only form that does not require a receipt form is a receipt of delivery form as it is counted as it&#039;s own receipt form.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center]&lt;br /&gt;
[b][u]PW-1 Form:[/u][/b][large] Paperwork Receipt of Delivery form[/center][/large][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[b][u]Name/Aliases of receiving party:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Current Job of receiving party:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Name/Aliases of sending party:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Current Job of sending party:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Paperwork being sent:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Paperwork sent confirmation:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Paperwork recieved confirmation:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[b][u]Premier reciept processed:[/u][/b][i][br]&lt;br /&gt;
[field][/i][br]&lt;br /&gt;
[hr][i][small]Paper work receipting is managed by the designated paperwork receipting officer, all paperwork receipts must be transferred to the office of the paperwork receipting officer as per policy PW-1C. Failure to file a paperwork receipt is in violation of policy PW-1C and thus the none receipting party will be subject to punitive under the guidelines set out in policy PW-1-1R. PW-1 forms do not require PW-1 forms to filed for them as a PW-1 form is termed as its own receipt via filing, however the PW-1 form must still be receipted in the shift wise paperwork report as well as all monthly, quarterly, annual and decade paperwork reports. New paperwork requests are governed by fair use policy PW-41. The relevant faction withholds the right to deny any and all applications for replacement paperwork dependent on policy PW-41 and any other pertinent criteria designated by law at the time of the denial of application. Excessive paperwork loss or damage as laid out in PW-41-b is to be compensated for out of personal income and accounts as specified under 67c6 and not paperwork expenditure allowances.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cover and End page for a multi-page report===&lt;br /&gt;
Inter-Departmental Report in this case, by Harpy Eagle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cover page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Colony Internal Communication[/b]&lt;br /&gt;
[i]Nadezhda Colony[/i]&lt;br /&gt;
&lt;br /&gt;
[logo]&lt;br /&gt;
&lt;br /&gt;
[b][u]Fax Transmission[/u][/b]&lt;br /&gt;
[/center]&lt;br /&gt;
&lt;br /&gt;
[b]From:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]To:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[b]Subject:[/b] [field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Summary:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
[b]Contents:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
[b]Total Number of Pages:[/b] [field]&lt;br /&gt;
[hr][small][i]&lt;br /&gt;
This message, and the documents attached hereto, are intended only for the addressee and may contain confidential information. Any unauthorized disclosure is strictly prohibited.&lt;br /&gt;
&lt;br /&gt;
If this transmission is received in error, please notify both the sender and the office of the premier or relevant head of staff immediately so that corrective action may be taken. Failure to comply is a breach of colony regulation and may be prosecuted to the fullest extent of the law, where applicable.&lt;br /&gt;
[/i][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Last page.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]END TRANSMISSION[/b]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[logo][/center]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Generic Purchase Receipt ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Purchase Receipt[/u][/h1][/center]&lt;br /&gt;
[b]Seller:[/b] [field][hr]&lt;br /&gt;
[b]Buyer:[/b] [field][hr]&lt;br /&gt;
[b]Items bought/sold:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[field]&lt;br /&gt;
[field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Price/trades:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[field]&lt;br /&gt;
[field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Seller&#039;s Signature:[/b] [field][br]&lt;br /&gt;
[b]Buyer&#039;s Signature:[/b] [field][br]&lt;br /&gt;
[b]Comments:[/b] [field][br]&lt;br /&gt;
[b]Transaction happened around [time] on the [date].[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Cargo==&lt;br /&gt;
=== Lonestar Shipping Receipt ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Shipping Receipt[/u][/h1][/center]&lt;br /&gt;
[b]You were served by:[/b] [field][hr]&lt;br /&gt;
[b]You bought/ordered the following:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Your Total: [/b][field][br]&lt;br /&gt;
[b]Buyers Signature:[/b] [field][br]&lt;br /&gt;
[b]Comments:[/b] [field][br]&lt;br /&gt;
[b]Transaction happened around [time] on the [date].[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lonestar Shipping Receipt v2===&lt;br /&gt;
Customer copy, when selling to colonists. By NSD&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Shipping LLC Receipt[/u][/h1][b][field][small](Time)[/small] on [field][small](Date)[/small][/b][/center][hr]&lt;br /&gt;
[b]Summary of Order:[/b] [field][br]&lt;br /&gt;
[b]Your Total:[/b] [field] credits[br]&lt;br /&gt;
[b](Optional) Comments:[/b] [field][br]&lt;br /&gt;
[i][small]By signing this form as the undersigned &#039;Recipient&#039;, you affirm that all items listed on this form were present and functioning at the time of signing. You also affirm that after signing, both you and your department as a whole waive the right to pursue any and all financial or legal recourse against Lonestar Shipping LLC and any of it&#039;s employees past, present or future, for any and all relevant damages in perpetuity that may or may not occur as a result of receiving this shipment.[/small][/i][br]&lt;br /&gt;
[b]Recipient Signature:[/b] [Field][br]&lt;br /&gt;
[b]Lonestar Employee Signature:[/b] [Field]&lt;br /&gt;
[i][small]Please stamp below to confirm.[/small][/i]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lonestar Shipping Invoice ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Shipping Invoice[/u][/h1][/center]&lt;br /&gt;
[b]Employee:[/b][field][hr]&lt;br /&gt;
[b]Original Price of Item/Order: (if applicable):[/b][field][br]&lt;br /&gt;
[b]Item/Order sold for: [/b][field][br]&lt;br /&gt;
[b]80% of the above is: [/b][field][hr]&lt;br /&gt;
[b](Optional) The seller is entitled to a maximum amount of*: [/b][field] credits[br]&lt;br /&gt;
[b](Optional) The seller has taken: [/b][field] Credits[br]&lt;br /&gt;
[small][i] *You are entitled to a maximum of 20% of the profits made. Going over is a breach of contract and will result in your demotion. The receipt of sale is required to be attached to this paperwork for it to bee considered valid.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lonestar Shipping Invoice v2 ===&lt;br /&gt;
Internal copy, a record of purchasing items from colonists. By NSD&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Shipping LLC Sales Invoice[/u][/h1][b][field][small](Time)[/small] on [field][small](Date)[/small][/b]&lt;br /&gt;
[i][small][b]For Internal Use Only[/b][/small][/i][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Summary of Purchase:[/b] [field][br]&lt;br /&gt;
[b]Standard Value of Purchase from Client (if applicable) (SV):[/b] [field] credits[br]&lt;br /&gt;
[b]Profit-Adjusted Value of Purchase from Client* (PAV):[/b] [field] credits[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b](Optional) Maximum Allowed Profit Share for Purchasing Employee**:[/b] [field] credits [small][i](SV (or PAV if applicable)/5)[/i][/small]&lt;br /&gt;
[b](Optional) Employee&#039;s Share Taken:[/b] [field] credits[br]&lt;br /&gt;
[small][i]*Profit-Adjusted Value must be lower than Standard Value. Going over is a breach of contract and may result in your demotion.&lt;br /&gt;
**You are entitled to a maximum of 20% of the Profit-Adjusted Value (PAV). Going over is a breach of contract and may result in your demotion. A copy of the customer&#039;s receipt of sale is required to be attached to this paperwork for it to be considered valid.[/small][/i]&lt;br /&gt;
&lt;br /&gt;
[b]Lonestar Employee Signature: [/b][field]&lt;br /&gt;
[i][small]Please stamp below to confirm.[/small][/i]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lonestar Sales Invoice ===&lt;br /&gt;
Customer copy, when purchasing items from colonists. By NSD&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Shipping LLC Sales Invoice[/u][/h1][b][field][small](Time)[/small] on [field][small](Date)[/small][/b][br][/center][hr]&lt;br /&gt;
[b]Summary of Sale:[/b] [field][br]&lt;br /&gt;
[b]Your Total:[/b] [field] credits[br]&lt;br /&gt;
[b](Optional) Comments:[/b] [field][br]&lt;br /&gt;
[i][small]By signing this form as the undersigned &#039;Recipient&#039;, you affirm that all items listed on this form were present at the time of signing. You also affirm that after signing, both you and any entity you may represent as a whole waives the right to pursue any and all financial or legal recourse against Lonestar Shipping LLC and any of it&#039;s employees past, present or future, for any and all relevant damages in perpetuity that may or may not occur as a result of selling this shipment.[/small][/i][br]&lt;br /&gt;
[b]Recipient Signature:[/b] [Field][br]&lt;br /&gt;
[b]Lonestar Employee Signature:[/b] [Field]&lt;br /&gt;
[i][small]Please stamp below to confirm.[/small][/i]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lonestar Mining Report ===&lt;br /&gt;
&amp;lt;pre&amp;gt; &lt;br /&gt;
[b]Mining Report[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Mined by:[/b][field][br]&lt;br /&gt;
[b]Detailed amount of Materials after processing: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Total Shipping Profits of All Materials (Standard Value):[/b][field] credits[br]&lt;br /&gt;
[b]Were all items sold via the Lonestar Cargo Shuttle? [/b][field][br]&lt;br /&gt;
[b](Optional) What materials and how many were sold to other departments?: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b](Optional) New total amount of Profit*: [/b][field] credits[br]&lt;br /&gt;
[b](Optional) The miner is entitled to**: [/b][field] credits[br]&lt;br /&gt;
[b](Optional) Was a prospector or guard present during mining operation?: [/b] [field][br]&lt;br /&gt;
[b](Optional) The prospector/guard is entitled to**:[/b][field] credits[br]&lt;br /&gt;
[b](Optional) Buyers Signature:[/b][field][br]&lt;br /&gt;
[b](Optional) Prospectors/Guard Signature: [/b][field][br]&lt;br /&gt;
[b]Transaction happened around [time] on the [date][/b]&lt;br /&gt;
[small][i] *This has to be higher than the Standard Value[br]&lt;br /&gt;
**You are entitled to a maximum of 10% of the profits made. Going over is a breach of contract and will result in your demotion.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lonestar Mining Report v2===&lt;br /&gt;
Internal copy, used to catalog shipments from miners delivering materials to Cargo. By NSD&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Mining Receipt[/u][/h1][/center]&lt;br /&gt;
[center][b]Shipment Number:[/b] [field] | [b][field][small](Time)[/small] on [field][small](Date)[/small][/b][/center]&lt;br /&gt;
[center][small][b][i]For Internal Use Only[/i][/b][/small][/center][hr]&lt;br /&gt;
[b]Materials in this shipment:[/b]&lt;br /&gt;
[small]Leave blank, write 0 or N/A if specified material is not present.[/small]&lt;br /&gt;
[list][*]Metal Sheet(s): [field]&lt;br /&gt;
[*]Plasteel Sheet(s): [field][br]&lt;br /&gt;
[*]Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Glass Sheet(s): [field]&lt;br /&gt;
[*]Sandstone Brick(s):[/b] [field][br]&lt;br /&gt;
[*]Tritium Ingot(s): [field]&lt;br /&gt;
[*]Metallic Hydrogen Sheet(s): [field][br]&lt;br /&gt;
[*]Gold Ingot(s): [field][br]&lt;br /&gt;
[*]Silver Ingot(s): [field][br]&lt;br /&gt;
[*]Compressed Plasma Crystal(s): [field]&lt;br /&gt;
[*]Borosilicate Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Borosilicate Glass Sheet(s): [field][br]&lt;br /&gt;
[*]Processed Uranium Sheet(s): [field][br]&lt;br /&gt;
[*]Plastic Sheet(s): [field][br]&lt;br /&gt;
[*]Platinum Ingot(s): [field]&lt;br /&gt;
[*]Osmium Ingot(s): [field][br]&lt;br /&gt;
[*]Compressed Diamond Sheet(s): [field][br]&lt;br /&gt;
[*]Miscellaneous Items: [Field]&lt;br /&gt;
Description: [field][/list]&lt;br /&gt;
[b]Standard Value of All Materials (SV):[/b] [field] credits[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Were all items immediately sold via the Lonestar Cargo Shuttle? (Y/N):[/b] [field][br]&lt;br /&gt;
[b]Were any materials immediately sold to other departments? (Y/N):[/b] [field]&lt;br /&gt;
[small][i]If Yes, attach signed delivery receipt copy to this form.[/i][/small][br]&lt;br /&gt;
[b](Optional) Standard Value of All Materials Sold to Other Departments:[/b] [field] credits&lt;br /&gt;
[b](Optional) Profit-Adjusted Value of All Materials Sold to Other Departments* (PAV):[/b] [field] credits[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]The miner(s) is/are entitled to**:[/b] [field] credits [small][i](SV (or PAV if applicable)/10)[/i][/small]&lt;br /&gt;
[b]Miner Signature(s):[/b] [field][br]&lt;br /&gt;
[b]Were Prospectors or guards present during the mining operation? (Y/N): [/b] [field]&lt;br /&gt;
[b](Optional) The Prospector(s)/Guard(s) is/are entitled to**:[/b] [field] credits[/small]&lt;br /&gt;
[b](Optional) Prospector/Guard Signature(s): [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Maximum Allowed Profit Share for Receiving Employee***: [/b][field] credits [small][i](SV (or PAV if applicable)/5)[/i][/small]&lt;br /&gt;
[b]Employee&#039;s Share Taken: [/b][field] credits[br]&lt;br /&gt;
[small][i] *Profit-Adjusted Value must be higher than Standard Value. Going under is a breach of contract and may result in your demotion.&lt;br /&gt;
**Miners and any Guards or Prospectors accompanying them on the mining session are entitled to a maximum of 10% of total shipment profits made, to be divided between participants. Going over is a breach of contract and may result in your demotion.&lt;br /&gt;
***Receiving Employee is entitled to a maximum of 20% of total shipment profits made. Going over is a breach of contract and may result in your demotion.[/small][/i][br]&lt;br /&gt;
[b]Lonestar Employee Signature:[/b] [field]&lt;br /&gt;
[small][i]Please stamp below to confirm.[/i][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Item Request Form===&lt;br /&gt;
Item Request Form by MagmaRam&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]ITEM REQUEST FORM[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]APPLICANT NAME:[/b][field][br]&lt;br /&gt;
[b]REQUESTED ITEM:[/b][field][br]&lt;br /&gt;
[b]REASON FOR REQUEST:[/b][field][br]&lt;br /&gt;
[b]APPLICANT SIGNATURE:[/b][field][br]&lt;br /&gt;
[b]SIGNATURE OF RELEVANT HEAD OF STAFF:[/b][field][br]&lt;br /&gt;
[b]SIGNATURE OF Premier:[/b][field][br]&lt;br /&gt;
[b]DATE AND TIME:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Item Application ===&lt;br /&gt;
Item Application by Malsquando&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u]ITEM APPLICATION[/b][/u][br]&lt;br /&gt;
[br]&lt;br /&gt;
Applicant name:[field][br]&lt;br /&gt;
Requested Item:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reason for request:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Applicant signature:[field] [br]&lt;br /&gt;
Signature &amp;amp; stamp of applicants head of staff:[field][br]&lt;br /&gt;
Signature &amp;amp; stamp of relevant head of staff:[field][br]&lt;br /&gt;
Signature &amp;amp; stamp of Premier:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][center]By singing this form as applicant you are agreeing that you understand the faction in question does not provide any warranty whatsoever that the item will be free of defects or faults. In no respect shall the faction in questionincur any liability for any damages, injury or loss, including, but not limited to, direct, indirect, special, or consequential damages arising out of, resulting from, or any way connected to the use of the item. The item if provided, remains the providing factions property and is in no way your own[/center][/small] [br]&lt;br /&gt;
[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Requisition Form ===&lt;br /&gt;
 [center][logo]&lt;br /&gt;
 [small][i]Lonestar Office of Cargo within the Nadezhda Colony[/i][/small]&lt;br /&gt;
 [large]Requisition Approval Sheet[/large][/center]&lt;br /&gt;
 [hr]&lt;br /&gt;
 [small][center][i]The following is to be filled out in order to facilitate the delivery process of requisitions from cargo.  Only approved requisitions are to be listed on this form.  All requisitions listed on this form are to be attached to this form.  Requisitions listed may be from a single individual or faction.[/center][/i][/small]&lt;br /&gt;
 [hr]&lt;br /&gt;
 [u]Requester Information:[/u]&lt;br /&gt;
 Name(s): [field]&lt;br /&gt;
 Faction(If Relevant): [field]&lt;br /&gt;
 Ordered Items:&lt;br /&gt;
 [list][*]ITEM ONE.[*]ITEM TWO.[/list]&lt;br /&gt;
 Total Cost in Requisition Points: [field]&lt;br /&gt;
 Location of Delivery: [field]&lt;br /&gt;
 Date: [field]&lt;br /&gt;
 [small][center][i]NOTE: Items may be delivered or picked up at cargo.[/i][/center][/small]&lt;br /&gt;
 [hr]&lt;br /&gt;
 Chief Executive Officer/Cargo Technician’s Signature: [field]&lt;br /&gt;
 Requester(s) Signature: [field]&lt;br /&gt;
 [small][center][i]NOTE: The below area is to be stamped by a Cargo Technician or the CEO when all items on this list are ordered.[/i][/center][/small]&lt;br /&gt;
 [hr]&lt;br /&gt;
&lt;br /&gt;
===Confirmation Form===&lt;br /&gt;
Confirmation Form by Malsquando&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u][large]Confirmation Form[/b][/u][/large][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Shipment Destination:[/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Ores/Material in this shipment:[/b][br]&lt;br /&gt;
[small]Leave blank or write 0 if none[/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
Iron Ore:[field], Metal:[field], Plasteel:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Sand:[field], Glass:[field], Reinforced Glass[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Gold Ore:[field], Gold Bar(s)[field],[br]&lt;br /&gt;
[br]&lt;br /&gt;
Silver Ore:[field], Silver Bar(s)[field], [br]&lt;br /&gt;
[br]&lt;br /&gt;
Plasma Ore:[field], Solid Plasma:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Uranium Ore:[field], Uranium:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Diamond Ore:[field], Diamond(s)[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Miscellaneous:[Field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Supply personal signature:[/b][field][br]&lt;br /&gt;
[b]recipient signature:[/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][center]By signing this form as recipient you agree that[br] &lt;br /&gt;
all materials listed were present at the time[br]of signing. You also agree that after signing,[br]&lt;br /&gt;
you and your department take full responsibility[br]&lt;br /&gt;
for the materials delivered.[/small][/center][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Confirmation Form v2===&lt;br /&gt;
Customer copy, for selling mineral sheets to colonists. By NSD&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Lonestar Material Delivery Reciept[/u][/h1][b][field][small](Time)[/small] on [field][small](Date)[/small][/b][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Shipment Destination:[/b] [field][br]&lt;br /&gt;
[b]Materials in this Order:[/b]&lt;br /&gt;
[small][i]Leave blank, write 0 or N/A if specified material is not present.[/i][/small]&lt;br /&gt;
[list][*]Metal Sheet(s): [field]&lt;br /&gt;
[*]Plasteel Sheet(s): [field][br]&lt;br /&gt;
[*]Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Glass Sheet(s): [field]&lt;br /&gt;
[*]Sandstone Brick(s):[/b] [field][br]&lt;br /&gt;
[*]Tritium Ingot(s): [field]&lt;br /&gt;
[*]Metallic Hydrogen Sheet(s): [field][br]&lt;br /&gt;
[*]Gold Ingot(s): [field][br]&lt;br /&gt;
[*]Silver Ingot(s): [field][br]&lt;br /&gt;
[*]Compressed Plasma Crystal(s): [field]&lt;br /&gt;
[*]Borosilicate Glass Sheet(s): [field]&lt;br /&gt;
[*]Reinforced Borosilicate Glass Sheet(s): [field][br]&lt;br /&gt;
[*]Processed Uranium Sheet(s): [field][br]&lt;br /&gt;
[*]Plastic Sheet(s): [field][br]&lt;br /&gt;
[*]Platinum Ingot(s): [field]&lt;br /&gt;
[*]Osmium Ingot(s): [field][br]&lt;br /&gt;
[*]Compressed Diamond Sheet(s): [field][br][/list]&lt;br /&gt;
[b]Your Total:[/b] [field] credits&lt;br /&gt;
&lt;br /&gt;
[i][small]By signing this form as the undersigned &#039;Recipient&#039;, you affirm that all materials listed on this form were present at the time of signing. You also affirm that after signing, both you and any entity you may represent waives the right to pursue any and all financial or legal recourse against Lonestar Shipping LLC and any of it&#039;s employees past, present or future, for any and all relevant damages in perpetuity that may or may not occur as a result of receiving this shipment.[/small][/i][br]&lt;br /&gt;
[b]Recipient Signature: [/b][Field][br]&lt;br /&gt;
[b]Lonestar Employee Signature: [/b][Field]&lt;br /&gt;
[small][i]Please stamp below to confirm.[/i][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heads of Department==&lt;br /&gt;
===High Council Communication===&lt;br /&gt;
By PurplePineapple to be transmitted to your department faction leader.&lt;br /&gt;
Internal Department Transmission&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1][u]Internal Transmission[/u][/h1][/center][br][center][small][i]This paper has been transmitted by [field][/i][/small][/center][hr][hr][small]Date: [date][br]Time: [time][br][br]Name: [field][br]Department: [field][br]Position: [field][br][br]Priority: [field][br]Subject: [field][br]Transmission:[/small][br][br][field][br][br][hr][hr][small][i][sign][/i][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By Persona E. To be sent by heads to contact the high council.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]NADEZHDA QUANTUM ENTANGLEMENT NETWORK[/b][/large][/center]&lt;br /&gt;
[center][b]FORM NC-QEN-01:[/b][/center]&lt;br /&gt;
[center][b]GENERAL TRANSMISSION[/b][/center]&lt;br /&gt;
&lt;br /&gt;
[center][large][b]QUANTUM ENTANGLEMENT TRANSMISSION[/b][/large][/center]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Date: [/b][date]&lt;br /&gt;
[b]Time: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Origin: [/b]Colony&lt;br /&gt;
[b]Department: [/b][field]&lt;br /&gt;
[b]Destination: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[b]Sender&#039;s Name: [/b][field]&lt;br /&gt;
[b]Sender&#039;s Rank: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Priority: [/b][field]&lt;br /&gt;
[b]Subject: [/b][field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[large][b]Message Body:[/b][/large]&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
[hr]&lt;br /&gt;
&lt;br /&gt;
[b]Sender&#039;s signature: [/b][sign]&lt;br /&gt;
&lt;br /&gt;
[b]Signatures of additional authorities:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
[b]Stamps of applicable authorities below this line.[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Emergency Transmission===&lt;br /&gt;
&lt;br /&gt;
Emergency Transmission by Minijar&lt;br /&gt;
To be sent via Fax Machine to High Council in emergencies&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center] [large] [b] EMERGENCY TRANSMISSION [/center] [/large] [/b]&lt;br /&gt;
==============================================================&lt;br /&gt;
&lt;br /&gt;
Sender: [sign]&lt;br /&gt;
Position: [field]&lt;br /&gt;
==============================================================&lt;br /&gt;
Message: [field]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==============================================================&lt;br /&gt;
Signed: [sign]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Employee AWOL/MIA report===&lt;br /&gt;
Employee AWOL/MIA report by Valido&lt;br /&gt;
&lt;br /&gt;
Must be accompanied, if KIA, by a death in the workplace report form, and a Employee liability report form for the death and loss of the colonist.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]CD-14 Form:[/u][/b][large]Colonist missing while on duty[/center][/large]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br][b][u]Name/Aliases:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Assignment:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Reason for Colonist missing from duty[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]What can be done to rectify this issue?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Is executive action required?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Head of department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][hr][i][small]Colonist delinquent of duty are governed by the  protocol 348-60-9, and the relevant faction withholds the right to perform any and all acts of reasonable punishment and repossession upon said employee under protocol 348-60-2. Colonist are at minimum docked of pay till such time as recommencement as governed by contract 24-5. Any and all losses caused by the employee colonist loss and excessive loss is defined within protocol 23-13B. The relevant faction withholds the right to deny, permit, override all concordant or orders of command staff from other factions except those given by a lawful order or council vote.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reassignment Order===&lt;br /&gt;
Reassignment Order by MagmaRam&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]REASSIGNMENT ORDER[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]EMPLOYEE:[/b][field][br]&lt;br /&gt;
[b]ORIGINAL POSITION:[/b][field][br]&lt;br /&gt;
[b]NEW POSITION:[/b][field][br]&lt;br /&gt;
[b]REASON FOR REASSIGNMENT:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF RELEVANT HEAD OF STAFF:[/b][field][br]&lt;br /&gt;
[b]SIGNATURE OF PREMIER:[/b][field][br]&lt;br /&gt;
[b]DATE AND TIME:[/b][field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Access Change Order===&lt;br /&gt;
Access Change Order by MagmaRam&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]ACCESS CHANGE ORDER[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]EMPLOYEE:[/b][field][br]&lt;br /&gt;
[b]ACCESS ADDED/REMOVED:[/b][field][br]&lt;br /&gt;
[b]REASONING FOR ADDITION/REMOVAL:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF RELEVANT HEAD(S) OF STAFF:[/b][field][br]&lt;br /&gt;
[b]SIGNATURE OF PREMIER:[/b][field][br]&lt;br /&gt;
[b]DATE AND TIME:[/b][field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dismissal Order===&lt;br /&gt;
Dismissal Order by MagmaRam&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]DISMISSAL ORDER[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]EMPLOYEE:[/b][field][br]&lt;br /&gt;
[b]ORIGINAL POSITION:[/b][field][br]&lt;br /&gt;
[b]REASON FOR DISMISSAL:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF RELEVANT HEAD OF STAFF:[/b][field][br]&lt;br /&gt;
[b]SIGNATURE OF PREMIER:[/b][field][br]&lt;br /&gt;
[b]DATE AND TIME:[/b][field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Staff Assessment paperwork===&lt;br /&gt;
Staff Assessment Paperwork by Valido&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]S-112 Form:[/u][/b][large]Shift Departmental Staff Assessment[/center][/large]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br][b][u]Department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Name or staff member:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Current Job:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Current Duties:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Does the staff member wear the correct uniform and protective gear?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Rate the staff members performance between 1 and 10, 10 being the highest:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Does the staff member require further training:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Head of Department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][hr][i][small]Contained review materials are not representative of the views of the relevant faction. Said faction is not liable for any bias or offensive language contained within said review materials. The relevant faction in question withholds the right to action upon any information contained within this assessment.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Premier==&lt;br /&gt;
&lt;br /&gt;
===Additional Access Form===&lt;br /&gt;
&lt;br /&gt;
Additional Access Form by Desisionoflife&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][i]Additional Access Application Form for[/b][/i]&lt;br /&gt;
[br]Name: [field]&lt;br /&gt;
[br]Rank: [field]&lt;br /&gt;
[br][i][b] Nadezhda Colony [/i][/b][/center]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br]Requested Access: [field][br]&lt;br /&gt;
[br]Reason(s): [field][br]&lt;br /&gt;
[br][hr][center][b]Authorization Signature by[/b]&lt;br /&gt;
[br]Name: [field][br]Rank: [field][br]&lt;br /&gt;
[br][/center]If authorized, please sign here, [field], and stamp the document with the faction Stamp.[br]&lt;br /&gt;
[br]Guidelines that must be followed. If they are not followed, the form is void and illegal.&lt;br /&gt;
[br][list][*]The department in which the requester is requesting access must first be contacted, and the chief (acting or otherwise) must have been talked to and have authorized this.[*]If any criminal activity is done with the help of this extra access, the form will be immediately void, and result in a charge of trespassing.[*]If the chief of the affected Department wishes the form void, it will be so immediately, in accordance with the Chain of Command.[/list]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Additional Access Appeal ===&lt;br /&gt;
Additional Access Appeal by redstryker&lt;br /&gt;
 [small][i]Premier Office of Personnel[/i][/small]&lt;br /&gt;
 [large]Additional Access Appeal[/large][/center]&lt;br /&gt;
 [hr]&lt;br /&gt;
 [small][center][i]The following form permits the employee to use the denoted access.  Permissions may be revoked at any time.[/center][/i][/small]&lt;br /&gt;
 [hr]&lt;br /&gt;
 Employee’s Name: [field]&lt;br /&gt;
 Employee’s Assignment: [field]&lt;br /&gt;
 Requested Access: [field]&lt;br /&gt;
 Reason for Request: [field]&lt;br /&gt;
 Date: [field]&lt;br /&gt;
 [hr]&lt;br /&gt;
 Employee’s Signature: [field]&lt;br /&gt;
 Premier Signature: [field]&lt;br /&gt;
 [hr]&lt;br /&gt;
 [center][u]Liability Form:[/u][/center]&lt;br /&gt;
 I, [field], assure that all of the permissions I give will be used for beneficial means toward the residents of the Nadezhda Colony.  I am aware of my responsibilities and will carry them out accordingly.  I am aware that I will be held accountable to anything that I do with these permissions.&lt;br /&gt;
 [hr]&lt;br /&gt;
 [small][i]Premier Stamp:[/i][/small]&lt;br /&gt;
&lt;br /&gt;
===Transfer Form===&lt;br /&gt;
&lt;br /&gt;
Transfer Form by by Desisionoflife&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][i]Transfer Request Form for[/b][/i]&lt;br /&gt;
[br]Name: [field]&lt;br /&gt;
[br]Rank: [field]&lt;br /&gt;
[br][i][b]Nadezhda Colony[/b][/i][/center][hr]&lt;br /&gt;
[br]From department: [field]&lt;br /&gt;
[br]To department: [field][br]&lt;br /&gt;
[br]Requested Position: [field][br]&lt;br /&gt;
[br]Reason(s): [field][br]&lt;br /&gt;
[br]Sign here: [field][br]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br]Signature of the faction head that is transferring the person: [field][br]&lt;br /&gt;
[br]Signature of the faction head that is receiving the person: [field][br]&lt;br /&gt;
[br]Signature of the Premier of the Nadezhda Colony: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]Information: [list][i]&lt;br /&gt;
[br][*]This transfer contract is instant, and cannot be reversed, unless a similar document is signed and agreed to by all parties.[/i][/list][br][hr]&lt;br /&gt;
[br]Stamp below with the Premier stamp:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Complaint form===&lt;br /&gt;
Complaint form for the premier to give when he doesn&#039;t want to deal with colonist problems. By GauHelldragon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]OFFICE OF THE PREMIER[br]&lt;br /&gt;
Nadezda Colony[br]&lt;br /&gt;
[br]&lt;br /&gt;
STATEMENT OF COMPLAINT[br][/b]&lt;br /&gt;
[br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
A. Professional Information - (Name of the person you are complaining about)[br]&lt;br /&gt;
[br]&lt;br /&gt;
Full Name: [field][br]&lt;br /&gt;
Department: [field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
B. Complainant (Your) Information[br]&lt;br /&gt;
[br]&lt;br /&gt;
Full Name: [field][br]&lt;br /&gt;
Department: [field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
C. Witnesses with factual knowledge of the events leading to your complaint, if applicable[br]&lt;br /&gt;
First Witness: [field][br]&lt;br /&gt;
Second Witness, if any: [field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
D. Description of complaint: Describe your complaint in detail below.[br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
E. Attach copies of related documents and records obtained during the course of the matter, if possible.[br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[b] Statement of person filing this Complaint[br]&lt;br /&gt;
I understand that a copy of this complaint, and any additional information attached to this complaint, may be &lt;br /&gt;
sent to the person who is the subject of this complaint.[br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature of Person Filing this Complaint[/b]:[field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Job Change Request===&lt;br /&gt;
Job Change Request by MagmaRam&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u]JOB CHANGE REQUEST: Nadezhda Colony[/b][/u]&lt;br /&gt;
[b]APPLICANT NAME:[/b] [field] [br]&lt;br /&gt;
[b]APPLICANT CURRENT ASSIGNMENT:[/b] [field] [br]&lt;br /&gt;
[b]APPLICANT DESIRED ASSIGNMENT:[/b] [field] [br]&lt;br /&gt;
[b]REASONING FOR REQUEST:[/b] [field] [br]&lt;br /&gt;
[b]APPLICANT SIGNATURE:[/b] [field] [br]&lt;br /&gt;
[b]PREMIER SIGNATURE:[/b] [field][br]&lt;br /&gt;
[b]SIGNATURE OF HEAD OF STAFF OF CURRENT FACTION OF ASSIGNMENT:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF HEAD OF STAFF OF NEW FACTION:[/b] [field] [br]&lt;br /&gt;
[b]DATE AND TIME:[/b] [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Access Change Request===&lt;br /&gt;
Access Change Request by MagmaRam&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u]ACCESS CHANGE REQUEST[/b][/u][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]APPLICANT NAME:[/b] [field] [br]&lt;br /&gt;
[b]APPLICANT CURRENT ASSIGNMENT:[/b] [field] [br]&lt;br /&gt;
[b]REQUESTED ACCESS:[/b] [field] [br]&lt;br /&gt;
[b]REASONING FOR ACCESS:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF APPLICANT:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF RELEVANT HEAD OF STAFF:[/b] [field] [br]&lt;br /&gt;
[b]SIGNATURE OF PREMIER: [/b] [field] [br]&lt;br /&gt;
[b]DATE AND TIME:[/b] [field]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Lost of damaged ID replacement form===&lt;br /&gt;
ID Replacement Form by Valido&lt;br /&gt;
Must be accompanied by ID loss or damage incident report.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]S-23 Form:[/u][/b][large] Replacement ID card for Lost or Damaged ID card request[/center]&lt;br /&gt;
[/large][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[b][u]Name/Aliases:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Current Job:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Was the card lost or damaged?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]How was the card lost or damaged?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]What can be done to avoid this occurring again?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]What, if any, executive action needs to be taken?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Head of losing party&#039;s department signature:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][hr][i][small]New ID card requests are governed by fair use policy 67C3. The premier withholds right to deny any and all applications for a replacement ID dependent on policy 67c3 and any other pertinent criteria designated by the law at the time of the denial of application. Excessive ID loss or damage as laid out in 67c3 is to be compensated for out of personal income and accounts as specified under 67c6 and not uniform work expenditure allowances.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===ID loss or damage incident report===&lt;br /&gt;
ID loss or damage incident report by Valido&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]S-23-1 Form:[/u][/b][large] ID card Loss or Damage ID card incident report[/center][/large]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br][b][u]Name/Aliases of losing party:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Current Job:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Was the card lost or damaged?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Other involved parties and occupation:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Other parties culpability in the incident:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]How was the card lost or damaged?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]What can be done to avoid this occurring again?:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Head of losing party&#039;s department signature:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][hr][i][small]New ID card requests are governed by fair use policy 67C3. The premier withholds the right to deny any and all applications for a replacement ID dependent on policy 67c3 and any other pertanent criteria designated by the law at the time of the denial of application. Excessive ID loss or damage as laid out in 67c3 is to be compensated for out of personal income and accounts as specified under 67c6 and not uniform work expenditure allowances.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Termination of Employment Record===&lt;br /&gt;
Termination of Employment Record by Malsquando&lt;br /&gt;
If a head fires someone, make them fill this out.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u]Termination of Employment Record[/b][/u][br]&lt;br /&gt;
[br]&lt;br /&gt;
Terminated employee name:[field] [br]&lt;br /&gt;
Terminated from the assignment of:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reason for Termination:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature &amp;amp; stamp of relevant Head of Staff:[field][br]&lt;br /&gt;
Signature of any involved Premier:[field][br]&lt;br /&gt;
Signature of terminator:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Modified Job Transfer Form===&lt;br /&gt;
Modified Job Transfer Form by Kilakk&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Position Transfer Application[/b]&lt;br /&gt;
Nadezda Colony[/center][hr]&lt;br /&gt;
Name: [field]&lt;br /&gt;
Position: [field]&lt;br /&gt;
Department: [field]&lt;br /&gt;
[hr]&lt;br /&gt;
Requested Position: [field]&lt;br /&gt;
Department: [field][br]&lt;br /&gt;
Reason(s): [field][br]&lt;br /&gt;
Signature: [field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Authorization[/b][br]&lt;br /&gt;
Department Head: [field]&lt;br /&gt;
Premier: [field][br]&lt;br /&gt;
If authorized, please sign above and stamp this document below.[br]&lt;br /&gt;
Nadezhda Human Resources reserves the right to revoke and void this application upon infringement of any of the terms and conditions listed below:[br]&lt;br /&gt;
[list][*] All affected department heads must agree to and authorize this application before a position transfer may take place.&lt;br /&gt;
[*] The head of staff of the affected faction reserves the right to revoke and void any position transfer/s as a result of this application at any time.&lt;br /&gt;
[*] The use of any additional access gained from this application to partake in any criminal offense as defined in colony law is strictly prohibited.&lt;br /&gt;
[*] Nadezhda is not liable for any damages, injuries, or loss as a direct or indirect result of this position transfer application.[/list]&lt;br /&gt;
[br][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Job Change Application===&lt;br /&gt;
Job Change Application by Malsquando&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u]JOB CHANGE APPLICATION[/b][/u][br]&lt;br /&gt;
[br]&lt;br /&gt;
Applicant Name:[field] [br]&lt;br /&gt;
Applicant current assignment:[field] [br]&lt;br /&gt;
Applicant desired assignment:[field] [br]&lt;br /&gt;
[br]&lt;br /&gt;
Reason for request:[field] [br]&lt;br /&gt;
[br]&lt;br /&gt;
Applicant signature:[field] [br]&lt;br /&gt;
Signature &amp;amp; stamp of applicants current head of staff:[field][br]&lt;br /&gt;
Signature &amp;amp; stamp of receiving head of staff:[field][br]&lt;br /&gt;
Signature &amp;amp; stamp of Premier:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Access Application===&lt;br /&gt;
Additional Access Application by Malsquando&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u]ADDITIONAL ACCESS APPLICATION[/b][/u][br]&lt;br /&gt;
[br]&lt;br /&gt;
Applicant Name:[field] [br]&lt;br /&gt;
Applicant current faction:[field] [br]&lt;br /&gt;
Applicant desired access:[field] [br]&lt;br /&gt;
[br]&lt;br /&gt;
Reason for request:[field] [br]&lt;br /&gt;
[br]&lt;br /&gt;
Applicant signature:[field] [br]&lt;br /&gt;
Signature &amp;amp; stamp of applicants head of staff:[field][br]&lt;br /&gt;
Signature &amp;amp; stamp of relevant  head of staff:[field][br]&lt;br /&gt;
Signature &amp;amp; stamp of Premier:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[center][small] By signing this form as applicant you are agreeing that you understand and agree to the following; All Heads are within their rights to revoke this access at anytime for any reason, Any crimes committed with the help of this access either by you or another is your direct fault and responsibility and you will be subject legal and disciplinary actions. You also agree that in no way does the relevant faction incur any liability for any damages, injury or loss, including, but not limited to, direct, indirect, special, or consequential damages arising out of, resulting from, or any way connected to the use of this access.[/small][center][br]&lt;br /&gt;
[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Reassignment form===&lt;br /&gt;
By Superbee29&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Reassignment form[/b][/large][/center][hr]&lt;br /&gt;
[b]Name:[/b] [field]&lt;br /&gt;
[b]Original position:[/b] [field]&lt;br /&gt;
[b]New position:[/b] [field]&lt;br /&gt;
[b]Reason:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Signature of applicant:[/b] [field][hr]&lt;br /&gt;
[b]Signature of receiving head of staff:[/b] [field]&lt;br /&gt;
[b]Signature of Premier:[/b] [field][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional access form===&lt;br /&gt;
by Superbee29&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Additional access form[/b][/large][/center][hr]&lt;br /&gt;
[b]Name:[/b] [field]&lt;br /&gt;
[b]Position:[/b] [field]&lt;br /&gt;
[b]Requested access:[/b] [field]&lt;br /&gt;
[b]Reason:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Signature of applicant:[/b] [field][hr]&lt;br /&gt;
[b]Signature of Premier:[/b] [field][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Termination form===&lt;br /&gt;
by Superbee29&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Employment termination form[/b][/large][/center][hr]&lt;br /&gt;
[b]Name:[/b] [field]&lt;br /&gt;
[b]Position:[/b] [field]&lt;br /&gt;
[b]Reason:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Signature of Premier:[/b] [field][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Demotion form===&lt;br /&gt;
by Superbee29&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Demotion form[/b][/large][/center][hr]&lt;br /&gt;
[b]Name:[/b] [field]&lt;br /&gt;
[b]Original position:[/b] [field]&lt;br /&gt;
[b]Reason:[/b]&lt;br /&gt;
[field]&lt;br /&gt;
[b]Signature of Premier:[/b] [field][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Inspection log===&lt;br /&gt;
by Superbee29&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][large]Inpection log[/large][/b][hr][b]Department:[/b] [field]&lt;br /&gt;
[b]Time:[/b] [field]&lt;br /&gt;
[b]Colonist status:[/b] [field]&lt;br /&gt;
[b]Department rating:[/b] [field]&lt;br /&gt;
[i]Comment:[/i] [field][hr][b]Signature:[/b] [field][hr]PREMIERS STAMP HERE[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Audit log===&lt;br /&gt;
by Superbee29&lt;br /&gt;
Just a more detailed inspection log.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[large][b]Department efficiency audit[/b][/large][/center][hr][b]Time:[/b] [field]&lt;br /&gt;
[b]Department:[/b] [field]&lt;br /&gt;
[b]Head:[/b] [field]&lt;br /&gt;
[b]Employees:[/b] [list][field][/list]&lt;br /&gt;
[b]General efficiency (0-10):[/b] [field]&lt;br /&gt;
[b]Audit compliance (0-5):[/b] [field]&lt;br /&gt;
[b]Head authority (0-5, if there is a head):[/b] [field][hr][b]Result:[/b] [field] efficient&lt;br /&gt;
[b]Notes (if any):[/b] [field][hr][b]Agent:[/b] [field]&lt;br /&gt;
[b]Signature:[/b] [field][hr]STAMP HERE[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Kitchen/Bar==&lt;br /&gt;
&lt;br /&gt;
===Bar menu=== &lt;br /&gt;
Bar Menu By GauHelldragon.&lt;br /&gt;
The break in the last section is where you have to copy/paste twice, since there is a limit on how much you can write to a paper each time&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]THE MALTESE FALCON[br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Ask about our daily special![br]&lt;br /&gt;
[br]&lt;br /&gt;
DRINKS[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Space Beer[br]&lt;br /&gt;
Iced Space Beer[br]&lt;br /&gt;
Station 13 Grog[br]&lt;br /&gt;
Magm-Ale[br]&lt;br /&gt;
Griffeater&#039;s Gin[br]&lt;br /&gt;
Uncle Git&#039;s Special Reserve[br]&lt;br /&gt;
Caccavo Guaranteed Quality Tequilla[br]&lt;br /&gt;
Tunguska Triple Distilled[br]&lt;br /&gt;
Goldeneye Vermouth[br]&lt;br /&gt;
Captain Pete&#039;s Cuban Spiced Rum[br]&lt;br /&gt;
Doublebeard Beared Special Wine[br]&lt;br /&gt;
Chateua De Baton Premium Cognac[br]&lt;br /&gt;
Robert Robust&#039;s Coffee Liqueur[br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]MIXED DRINKS[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
Allies Cocktail[br]&lt;br /&gt;
Andalusia[br]&lt;br /&gt;
Anti-Freeze[br]&lt;br /&gt;
Bahama Mama[br]&lt;br /&gt;
Classic Martini[br]&lt;br /&gt;
Cuba Libre[br]&lt;br /&gt;
Gin Fizz[br]&lt;br /&gt;
Gin and Tonic[br]&lt;br /&gt;
Irish Car Bomb[br]&lt;br /&gt;
Irish Coffee[br]&lt;br /&gt;
Irish Cream[br]&lt;br /&gt;
Long Island Iced Tea[br]&lt;br /&gt;
Manhattan[br]&lt;br /&gt;
The Manly Dorf[br]&lt;br /&gt;
Margarita[br]&lt;br /&gt;
Screwdriver[br]&lt;br /&gt;
Syndicate Bomb[br]&lt;br /&gt;
Pan-Galactic Gargle Blaster[br]&lt;br /&gt;
Tequilla Sunrise[br]&lt;br /&gt;
Vodka Martini[br]&lt;br /&gt;
Vodka and Tonic[br]&lt;br /&gt;
Whiskey Cola[br]&lt;br /&gt;
Whiskey Soda[br]&lt;br /&gt;
White Russian[br]&lt;br /&gt;
[hr][br][b]NON-ALCOHOLIC DRINKS[/b][br]&lt;br /&gt;
Coffee[br]&lt;br /&gt;
Tea[br]&lt;br /&gt;
Hot Chocolate[br]&lt;br /&gt;
Iced Tea[br]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Iced Coffee[br]&lt;br /&gt;
Orange Juice[br]&lt;br /&gt;
Tomato Juice[br]&lt;br /&gt;
Tonic Water[br]&lt;br /&gt;
Sodas[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Extended Bar Menu===&lt;br /&gt;
Extended Bar Menu by Phil235&lt;br /&gt;
The break in the middle is where you have to copy/paste twice, since there is a limit on how much you can write to a paper each time. Make sure to change the bar name to the one you want&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][large][u]THE MALTESE FALCON[/u][/b][/large][br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]&lt;br /&gt;
[b][u]DRINKS[/u][/b][br]&lt;br /&gt;
[br]*[small]= availability not guaranteed[/small][br][br]&lt;br /&gt;
Space Beer[br]Beer from the keg[br]Iced Space Beer[br]Station 13 Grog[br]Magm-Ale[br]Griffeater&#039;s Gin[br]Uncle Git&#039;s Special Reserve[br]Caccavo Guaranteed Quality Tequilla[br]Tunguska Triple Distilled[br]Goldeneye Vermouth[br]Captain Pete&#039;s Cuban Spiced Rum[br]Doublebeard Beared Special Wine[br]Chateau De Baton Premium Cognac[br]Robert Robust&#039;s Coffee Liqueur (Kahlua)[br]Moonshine*[br]&lt;br /&gt;
[br][br][b][u]COCKTAILS[/u][/b][br][br]Allies Cocktail[br]Andalusia[br]Anti-Freeze[br]Bahama Mama[br]Classic Martini[br]Cuba Libre[br]Gin Fizz[br]Gin and Tonic[br]Irish Car Bomb[br]Irish Coffee[br]Irish Cream[br]Long Island Iced Tea[br]Manhattan[br]The Manly Dorf[br]Margarita[br]Screwdriver[br]Syndicate Bomb[br]Pan-Galactic Gargle Blaster[br]Tequilla Sunrise[br]Vodka Martini[br]Vodka and Tonic[br]Whiskey Cola[br]Whiskey Soda[br]White Russian[br]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Goldschlager* [br]Hippie&#039;s Delight* [br]Hooch* [br]Acid Spit* [br]Aloe* [br]Amasec* [br]Atomic Bomb*[br]B-52[br]Barefoot*[br]Beepsky Smash*[br]Bilk [br]Black Russian [br]Bloody Mary[br]Booger*[br]Brave Bull[br]Changeling Sting [br]Demons Blood*[br]Devil&#039;s Kiss* [br]Driest Martini*[br]Erika Surprise*[br]Manhattan Project*[br]Nuka Cola*[br]Neurotoxin*[br]Patron*[br]Sake*[br]Sbiten*[br]Singulo*[br]Snow White[br]Three Mile Island Iced Tea[br]Toxins Special*[br][br][br][b][u]NON-ALCOHOLIC DRINKS[/u][/b][br][br]Coffee[br]Tea[br]Hot Chocolate[br]Iced Tea[br]Iced Coffee[br]Orange Juice[br]Tomato Juice[br]Lime Juice[br]Lemon Juice*[br]Potato Juice*[br]Berry Juice*[br]Watermelon Juice*[br]Tonic Water[br]Sodas[br]Banana Honk*[br]Brown Star[br]Kira Special[br]Lemonade*[br]Cafe Latte[br]Mead*[br]Milk Shake[br]Red Mead*[br]Rewriter[br]Silencer*[br]Soy Latte*[br]The Doctor&#039;s Delight*[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Kitchen Menu===&lt;br /&gt;
Kitchen Menu by Phil235&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]KITCHEN MENU[/b][/large][/center][hr]&lt;br /&gt;
[center][large]= A la Carte =[/large][/center][br][hr]&lt;br /&gt;
[u][b]Appetizers[/b][/u][br][list][*]Plump biscuit[*]fortune cookie[*]cracker[*]Popcorn[*]Poppy Pretzel[/list][hr]&lt;br /&gt;
[u][b]Vegetable Recipes[/b][/u][br][list][*]Boiled Rice[*]Stewed soy meat[*]loaded baked potato[*]Eggplant Parmigiana[*]Chawanmushi[*]Cheese slices[*]Tofu[*]Soylen Viridians[*]Cold Chili Stew[*]Hot Chili Stew[/list][hr]&lt;br /&gt;
[u][b]Fries[/b][/u][br][list][*]Carrot Fries[*]Potato Fries[*]Cheesy Fries[/list][hr]&lt;br /&gt;
[u][b]Salads[/b][/u][br][list][*]Herb Salad[*]Aesir Salad[*]Valid Salad[/list][hr]&lt;br /&gt;
[u][b]Soups[/b][/u][br][list][*]Meatball soup[*]Nettle Soup[*]Wish Soup[*]Vegetable Soup[*]Tomato Soup[*]Mushroom Soup[*]Beet Soup[*]Milo Soup[/list][hr]&lt;br /&gt;
[u][b]Breads[/b][/u][br][list][*]Baguette[*]Jelly Toast[*]&#039;Two bread&#039;[*]Regular Bread[*]Meat Bread[*]Tofu Bread[*]Banana-nut Bread[*]Cream Cheese Bread[/list][hr]&lt;br /&gt;
[u][b]Meat Recipes[/b][/u][br][list][*]Meat steak[*]Enchiladas[*]Monkey&#039;s delight[*]Stew[*]Sausage[*]Faggot[*]Kebab[*]Cheese omelette[*]Fried eggs[*]Boiled egg[*]Donk Pocket[*]Fish &#039;n&#039; Chips[*]Fish fingers[*]Cuban Carp[/list][hr]&lt;br /&gt;
[u][b]Burgers[/b][/u][br][list][*]Meat Burger[*]Tofu Burger[*]Jelly Burger[*]Big Bite Burger[*]Super Bite Burger[*]Fillet-o-Carp burger[/list][hr]&lt;br /&gt;
[u][b]Sandwiches[/b][/u][br][list][*]Sandwich[*]Toasted Sandwich[*]Grilled Cheese Sandwich[*]Jelly Sandwich[/list][hr]&lt;br /&gt;
[u][b]Pizzas[/b][/u][br][list][*]Margherita[*]Mushroom Pizza[*]Meat Pizza[*]Vegetable Pizza[/list][hr]&lt;br /&gt;
[u][b]Spaghettis[/b][/u][br][list][*]Boiled Spaghetti[*]Tomato Pasta[*]Spaghetti &amp;amp; meatballs[*]Spesslaw[/list][hr]&lt;br /&gt;
[u][b]Pies[/b][/u][br][list][*]Golden Apple Tart[*]Plump Pie[*]Pumpkin Pie[*]Meat Pie[*]Tofu Pie[*]Cherry Pie[*]Berry Clafoutis[*]Apple Pie[*]Banana Cream Pie[/list][hr]&lt;br /&gt;
[u][b]Cakes[/b][/u][br][list][*]Vanilla Cake[*]Carrot Cake[*]Cheese Cake[*]Birthday Cake[*]Apple Cake[*]Orange Cake[*]Lime Cake[*]Lemon Cake[*]Chocolate Cake[/list][hr]&lt;br /&gt;
[u][b]Desserts[/b][/u][br][list][*]Muffins[*]Candied Apple[*]Rice pudding[*]Chocolate egg[*]Waffle[*]Donut[*]Jelly Donut[/list][hr]&lt;br /&gt;
[u][b]Drinks[/b][/u][br][list][*]Water[*]Milk[*]Orange Juice[*]Watermelon Juice[*]Lime Juice[*]Lemon Juice[*]Berry Juice[*]Potato Juice[/list][hr]&lt;br /&gt;
[u][b]Alcohols[/b][/u][br][list][*]Kahlua[*]wine[*]sake[*]vodka[*]moonshine[/list][br][small]Ask the bartender for cocktails[/small][hr]&lt;br /&gt;
[u][b]Condiments[/b][/u][br][list][*]Hot sauce[*]Cold sauce[*]Ketchup[*]Corn oil[*]Soy sauce[/list]&lt;br /&gt;
[br][br][br][hr][small][i]The availability of each recipe may vary. Restrictions may apply.[/i][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lonestar Service Receipt ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[h1][u]Lonestar Service Receipt[/u][/h1]&lt;br /&gt;
[b]You were served by:[/b][field][hr]&lt;br /&gt;
[b]You bought the following:[/b][field][br]&lt;br /&gt;
[b]Amount paid:[/b][field][br]&lt;br /&gt;
[b](Optional) Amount of tip given:[/b][field][hr]&lt;br /&gt;
[b]Total Amount Paid:[/b][field][br]&lt;br /&gt;
[b]Buyers Signature[/b][field][br]&lt;br /&gt;
[b]Comments:[/b][field][br]&lt;br /&gt;
[b]Transaction happened around [time] on the [date][/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Medical==&lt;br /&gt;
===Prescription Form===&lt;br /&gt;
A form for prescribing patients medicines that they can then pick up later.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]Soteria Medical Department[/b][/large][/center]&lt;br /&gt;
[br]&lt;br /&gt;
[large][u]Prescription[/u]:[/large][br] [field]&lt;br /&gt;
[br][br][hr]&lt;br /&gt;
[u]For[/u]: [field] [br]&lt;br /&gt;
[u]Assignment[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Prescribing Doctor[/u]: [field] [br]&lt;br /&gt;
[u]Date[/u]: [field] [br]&lt;br /&gt;
[hr]&lt;br /&gt;
[u]Medical Doctor[/u]: [field] [br][br]&lt;br /&gt;
[small]This prescription will not be refilled except under written authorization.[/small]&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Autopsy Report===&lt;br /&gt;
Autopsy Report by Susan&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][center]OFFICE OF THE SOTERIA MEDICAL EXAMINER[/b][/center][br]&lt;br /&gt;
[i][center]Nadezda Colony[/i][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
DECEASED: [field][br]&lt;br /&gt;
RACE: [field][br]&lt;br /&gt;
SEX: [field][br]&lt;br /&gt;
AGE: [field][br]&lt;br /&gt;
RANK: [field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
TYPE OF DEATH: [field][br]&lt;br /&gt;
DESCRIPTION OF BODY: [field][br]&lt;br /&gt;
MARKS AND WOUNDS: [field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
PROBABLE CAUSE OF DEATH: [field][br]&lt;br /&gt;
MANNER OF DEATH: [field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[i]I hereby declare that after receiving notice of the death described herein, I took charge of the body and made inquiries regarding the cause of death in accordance with Section 38-701b of Soteria Pathology Code, and that the information contained herein regarding said death is true and correct to the best of my knowledge and belief.[/i][br]&lt;br /&gt;
SIGNATURE: [field][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Department Health Inspection===&lt;br /&gt;
By Emmanuel Bassil&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]S-113 Form:[/u][/b][large]Shift Departmental Sanitation Assessment[/center][/large]&lt;br /&gt;
[br][hr]&lt;br /&gt;
[br][b][u]Department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Inspecting Medical Employee&#039;s Signature:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Sanitary state of Department:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Sanitary state of Employees:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Suggested action:[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Action Taken. Administrative use only.[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][b][u]Chief Biolab Overseer&#039;s Signature.[/u][/b][i]&lt;br /&gt;
[br][field][/i]&lt;br /&gt;
[br][hr][i][small]Contained review materials are not representative of the views of the Soteria. The Soteria Institute are not liable for any bias or offensive language contained within said review materials. The Soteria witholds the right to action upon any information contained within this assessment.[/i][/small][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soteria Institute Policies===&lt;br /&gt;
By Gidgit&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][table][row][cell][b]SOTERIA INSTITUTE POLICIES[/b][/table]COLONIST PSA[/center]&lt;br /&gt;
&lt;br /&gt;
[b][u][center]SOTERIA MEDICAL[/center][/u][/b][b]All critical[/b] forms of healing such as [b]defibbing, surgery, and use of chemicals[/b] are [b]free the first time[/b] they are given to a single colonist [b]per shift[/b]. &lt;br /&gt;
&lt;br /&gt;
If the treatment is [b]not critical[/b], the colonist [b]may decide to pay[/b] instead of receiving free treatment.  [i]Deciding to pay will retain your first free treatment.[/i]&lt;br /&gt;
&lt;br /&gt;
All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
&lt;br /&gt;
Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff.&lt;br /&gt;
Use of a sleeper: 150 credits&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but only if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
[center]SOTERIA SCIENCE DIVISION[/center]&lt;br /&gt;
Medical Treatment&lt;br /&gt;
If there are no doctors or corpsman avaliable the Science Division may help out in the treatment center.&lt;br /&gt;
Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
All Medical SOP applies to the Science Division&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Research &amp;amp; Development==&lt;br /&gt;
&lt;br /&gt;
===R&amp;amp;D equipment loan form===&lt;br /&gt;
R&amp;amp;D Equipment loan form by Thrain&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Equipment Loan[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
The following item(s) are considered experimental. Neither the colony nor the Soteria Institute can not be held responsible for injury sustained during the use of the item(s). The receiver must use the following item(s) only for their intended purpose. The receiver must not share these items with any other person(s) without direct approval of Soteria command staff. [br]&lt;br /&gt;
[br]&lt;br /&gt;
Item(s) loaned:[br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name of receiver: [field][br]&lt;br /&gt;
Name of colony member loaning the item(s): [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Note: Please make sure this form is stamped bellow the line by related head of staff before the end of one standard work week. [br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===R&amp;amp;D Testing Waiver===&lt;br /&gt;
R&amp;amp;D Waiver form by Kazkin&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Testing Liability Waiver[/b][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
The following persons have consented to testing with the Soteria research division. Neither the colony nor the Soteria Institute can not be held responsible for injury sustained during the duration of testing. All injuries, be they mental or physical, are the sole responsibility of the signer and liability may not be placed on the Soteria Institute nor any involved staff.[br]&lt;br /&gt;
[br]&lt;br /&gt;
[br]&lt;br /&gt;
Name of volunteer test subject: [field][br]&lt;br /&gt;
Research Experiment and Goal(s): [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature of Volunteer Test Subject: [field][br]&lt;br /&gt;
Signature of Soteria Staff: [field][br]&lt;br /&gt;
Note: Please make sure this form is stamped bellow the line by related head of staff before the end of one standard work week. Should the volunteer test subject become injured Soteria staff are expected to treat said subject to the best of their ability, though they remain without liability for the success or failure of any procedure. [br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Robotics==&lt;br /&gt;
&lt;br /&gt;
===On-Death Cyborgification===&lt;br /&gt;
&lt;br /&gt;
Cyborgification Contract by Critica&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]On-Death Cyborgification Contract[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
I, [field], hereby declare that the certified Roboticist within the registered Nadezhda Colony and Soteria Institute is permitted to extract my brain with intent to Cyborgify upon death.[br]&lt;br /&gt;
[br]&lt;br /&gt;
I am well aware of the risks presented through both the surgery and Cyborgification, and I realize that the Nadezhda Colony is not to be held liable if either of these should fail for any reason.[br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signed[/b]: [field][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Live Cyborgification===&lt;br /&gt;
&lt;br /&gt;
Cyborgification Contract (For Live Cyborgification, one contract per colonist) by Critica&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Live Cyborgification Contract[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
I, [field], hereby declare that the certified Roboticist within the Nadezhda Colony and Soteria Institute is permitted to extract my brain during a live surgery with intent to Cyborgify.[br]&lt;br /&gt;
[br]&lt;br /&gt;
I am well aware of the risks presented through both the surgery and Cyborgification, and I realize that the Soteria Institute is not to be held liable, should these procedures cause pain, disfigurement, dismemberment or death.[br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signed[/b]: [field][br]&lt;br /&gt;
[b]Roboticist Signature:[/b] [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i]Contract must be stamped by a Head of Staff before operation can occur.[/i][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===AI Contract for On-Death===&lt;br /&gt;
&lt;br /&gt;
On-Death AIA Contract by Critica&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]On-Death AIA Contract[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
I hereby declare that the certified Roboticist within the Nadezhda Colony and Soteria Institute is permitted to remove my brain with intent to enact an Artificial Intelligence Assimilation (AIA) upon my death.[br]&lt;br /&gt;
[br]&lt;br /&gt;
I am well aware of the risks presented through both the surgery and AIA, and I realize that Soteria Institute is not to be held liable, should these procedures prove to be unsuccessful.[br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signed[/b]: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===AI Contract Live===&lt;br /&gt;
&lt;br /&gt;
AIA Contract for Live by Critica&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b]Live AIA Contract[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
I, [field], hereby declare that the certified Roboticist within the Nadezhda Colony and Soteria Institute is permitted to extract my brain during a live surgery with the intent to enact an Artificial Intelligence Assimilation (AIA).[br]&lt;br /&gt;
[br]&lt;br /&gt;
I am well aware of the risks presented through both the surgery and AIA, and I realize that Soteria Institute is not to be held liable, should these procedures cause pain, disfigurement, dismemberment or death.[br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signed[/b]: [field][br]&lt;br /&gt;
[b]Roboticist Signature:[/b] [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i]Contract must be stamped by a Head of Staff before operation can occur.[/i][br]&lt;br /&gt;
[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Live cyborgification contract===&lt;br /&gt;
Live Cyborgification Contract by fedobear&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][large][b]Live cyborgification contract[/b][/large][/center]&lt;br /&gt;
[center][field][/center][hr]&lt;br /&gt;
Date:[field]-2559[br]&lt;br /&gt;
Time:[field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
By signing this contract you will be filed for voluntary cybogification.[br][br] Lobotomy will be performed on your person and your brain will be transported, implanted and synchronized to a functional cyborg shell. You also agree to abide by Soteria Cyborg law and that the research dep., Nadezhda, or any of its affilites are not responsible for the loss of, or damage to any of the following:[br][list][small] [*]Health[*]Life[*]posessions[*]investments[*]relationships[*]sense of fullfillment[*]fun[/small][/list]&lt;br /&gt;
[br]&lt;br /&gt;
[small]The research team withholds the privilege to, [i]at any time[/i], end the cyborg contract in question, thereby destroying the shell in the process, and consider returning the brain to a biological body.[/small][br] [hr]&lt;br /&gt;
Subject signature:[field][br]&lt;br /&gt;
Current Occupation:[field][br]&lt;br /&gt;
Preferred Cyborg name:[field][br]&lt;br /&gt;
[small](add additional entries here to document&lt;br /&gt;
&lt;br /&gt;
(part 2)&lt;br /&gt;
[small] present name of cyborg:)[/small][field]&lt;br /&gt;
[hr]&lt;br /&gt;
Performing roboticist signature:[field]&lt;br /&gt;
[hr]&lt;br /&gt;
Head of research department Signature:[field][br][br]&lt;br /&gt;
[small][center]-Reminder to notify subject&#039;s head of staff and security-[/small][br]&lt;br /&gt;
[hr][small]stamp if cyborgification completed successfully:[/small][/center][hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cyborgification Contract===&lt;br /&gt;
&lt;br /&gt;
Cyborgification Contract by Desisionoflife&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Cyborgification Contract for[/b]&lt;br /&gt;
[br]Name: [field]&lt;br /&gt;
[br]Rank: [field]&lt;br /&gt;
[br][b][i] Nadezhda Colony [/b][/i][/center]&lt;br /&gt;
[hr]I, undersigned, hereby agree to willingly undergo a Regulation Lobotimization, and I am aware of all the consequences of such act. I also understand that this operation may be irreversible, and that my employment contract will be terminated.&lt;br /&gt;
[hr]Signature of Subject: [field][br]&lt;br /&gt;
[br]Signature of Premier or Chief Research Overseer: [field][br]&lt;br /&gt;
[br]Stamp below with the Premier or Chief Research Overseer stamp: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mech Permit===&lt;br /&gt;
by Nightmare&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Exosuit Permit[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[small][i]The listed mech below belongs to this individual, who claims sole responsibility for the mech and whatever actions are done with said mech. This permit does not excuse them from announcing their movements throughout the colony, and if they are found moving through the colony without said announcements, they are not protected by this permit nor Soteria. [/i][br][/small]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Roboticist&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]This form must be signed by the recipient and one of the following; Soteria roboticist or CRO.[/i][/small][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b] Returning Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Soteria roboticist/CRO&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Time of Signing: [/b][field][br]&lt;br /&gt;
[b]Time of Expiration: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Soteria Robotic Clinic===&lt;br /&gt;
This is paperwork for selling augmentations. Do not hesitate to change the prices.&lt;br /&gt;
&lt;br /&gt;
====Soteria Robotic Clinic Price List====&lt;br /&gt;
by R4d6&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][h1]Soteria Robotic Clinic Price List[/h1][/b][/center]&lt;br /&gt;
&lt;br /&gt;
[h2] Augmentations[/h2]&lt;br /&gt;
300 for the surgery and 200 per augment installed. Only one augment per body part is possible.&lt;br /&gt;
[*] Eyes : Night Vision, Welder Protection, Security Hud [Marshal &amp;amp; Blackshield only], Medical Hud [Doctors and healers only].&lt;br /&gt;
[*] Arms : Armblade, Energy Armblade, Embedded SMG, Embedded Shield, Embedded Taser Engineering Multitool, Surgery Multitool, Mining Multitool, Farming Multitool.&lt;br /&gt;
[*] Legs : Mechanical Muscles (Need both legs to be augmented to work).&lt;br /&gt;
[*] Bones : Reinforcement. Need to select 7 times for full-body augmentation.&lt;br /&gt;
[*] Any bodypart : Subdermal Armor.&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Soteria Robotic Clinic Order====&lt;br /&gt;
This is for individual patients/clients to list the augments they want installed, and to allow the roboticist to easily count how many augmentions they want, and thus calculate the cost, as well as for record-keeping.&lt;br /&gt;
by R4d6&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][h1]Soteria Robotic Clinic Order[/h1][/b][/center]&lt;br /&gt;
&lt;br /&gt;
[h2]I want :[/h2]&lt;br /&gt;
[h3] Augmentations[/h3]&lt;br /&gt;
[*] Head : [Field]&lt;br /&gt;
[*] Upper Body : [Field]&lt;br /&gt;
[*] Lower body : [Field]&lt;br /&gt;
[*] Left Arm : [Field]&lt;br /&gt;
[*] Right Arm : [Field]&lt;br /&gt;
[*] Left Leg : [Field]&lt;br /&gt;
[*] Right Leg : [Field]&lt;br /&gt;
[*] Bones : [Field]&lt;br /&gt;
[br] Number of augments : [Field]&lt;br /&gt;
[br] Total Cost : [Field]&lt;br /&gt;
[br] Signature : [Field]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
===Security: Crime Report===&lt;br /&gt;
&lt;br /&gt;
To report all [[Laws|crimes]].&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[large][b][center]Official Marshal Document[/b][/center][/large]&lt;br /&gt;
[i][center]NANOTRASEN COLONY[/i][/center]&lt;br /&gt;
[center][small]Crime Report[/small][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
Suspect name: [field][br]&lt;br /&gt;
Crimes committed: [field][br]&lt;br /&gt;
Time of occurrence: [field][br]&lt;br /&gt;
Location(s) of occurrence: [field][br]&lt;br /&gt;
Persons involved: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Details of Crime: [field][br]&lt;br /&gt;
Evidence of Crime: [field][br]&lt;br /&gt;
Arresting officer: [field][br]&lt;br /&gt;
Arresting officer Signature: [field][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===High Crime Report===&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[large][b][center]Official Security Document[/b][/center][/large]&lt;br /&gt;
[i][center]NANOTRASEN COLONY[/i][/center]&lt;br /&gt;
[center][small]High Crime Report[/small][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
Suspect name: [field][br]&lt;br /&gt;
Crimes committed: [field][br]&lt;br /&gt;
Time of occurrence: [field][br]&lt;br /&gt;
Location(s) of occurrence: [field][br]&lt;br /&gt;
Persons involved: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Details of Crime: [field][br]&lt;br /&gt;
Evidence of Crime: [field][br]&lt;br /&gt;
Arresting officer: [field][br]&lt;br /&gt;
Reviewing officer: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reviewer Comment: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Arresting officer Signature: [field][br]&lt;br /&gt;
Reviewing officer Signature: [field][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Colony Security Offense/Incident Report===&lt;br /&gt;
Colony Security Offense/Incident Report by Susan&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Marshal Security Offense/Incident Report[/b][/u][/center][br]&lt;br /&gt;
[center][i]Casenumber: 2559-xxxxxx[/i][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b][i]Event Information[/i][/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
Reported on: [field][br]&lt;br /&gt;
Incident occurred between: [field][br]&lt;br /&gt;
Offense: [field][br]&lt;br /&gt;
Location: [field][br]&lt;br /&gt;
Forced entry?: [field][br]&lt;br /&gt;
Weapon type: [field][br]&lt;br /&gt;
Stolen goods?: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b][i]Clearance Information[/b][/i][br]&lt;br /&gt;
[br]&lt;br /&gt;
Officer reporting: [field][br]&lt;br /&gt;
Division: [field][br]&lt;br /&gt;
Supervisor: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i][b]Victim Information[/i][/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Age: [field][br]&lt;br /&gt;
Race: [field][br]&lt;br /&gt;
Occupation: [field][br]&lt;br /&gt;
Sex: [field][br]&lt;br /&gt;
Cause of death/Extent of injury: [field][br]&lt;br /&gt;
Hate crime related: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i][b]Suspect Information[/i][/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
Name: [field][br]&lt;br /&gt;
Age: [field][br]&lt;br /&gt;
Race: [field][br]&lt;br /&gt;
Occupation: [field][br]&lt;br /&gt;
Sex: [field][br]&lt;br /&gt;
Hair color: [field][br]&lt;br /&gt;
Eye color: [field][br]&lt;br /&gt;
Build: [field][br]&lt;br /&gt;
Complexion: [field][br]&lt;br /&gt;
Aliases: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i][b]Narrative[/i][/b][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Security Guidelines===&lt;br /&gt;
Security Guidelines by moonloon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Security Guidelines[/b][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[b]Golden rule:[/b] [center]Keep communications up at all times on the Security Channel and&lt;br /&gt;
report all movements, arrests and all security matters over the radio.[/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[b]Guidelines[/b][br]&lt;br /&gt;
[*]Talk first, stun second.[br]&lt;br /&gt;
[*]Always call for backup before attempting to confront a possibly dangerous criminal.[br]&lt;br /&gt;
[*]Charge your weapons after every usage.[br]&lt;br /&gt;
[*]Stay calm under all circumstances, anger and fear show weakness.[br]&lt;br /&gt;
[*]Always lock Security lockers &amp;amp; logout of security terminals after each use.[br]&lt;br /&gt;
[*]Seal off crime scenes and wait for forensics personnel to arrive.[br]&lt;br /&gt;
[*]Avoid using force where possible.[br]&lt;br /&gt;
[*]Inform the Ranger when a criminal is wanted and set their wanted status via your security hud if possible.[br]&lt;br /&gt;
[*]Respect the chain of command! The Ranger outranks you within the brig itself and for criminal sentencing. The Warrant Officer outranks him.[br]&lt;br /&gt;
[*]Remember your priorities: One punch is hardly something to arrest anyone over if there is a hostage situation.[br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Arrest Warrant form===&lt;br /&gt;
Arrest Warrant form by Jakeflex&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][large] Arrest Warrant [/center][/b][/large][br]&lt;br /&gt;
[br]&lt;br /&gt;
 I, Warrant Officer/Ranger/Supply Specialist [field], hereby declare that [field] is to be arrested for the following crimes, according to Colony Law:&lt;br /&gt;
[i] [field][/i][br]&lt;br /&gt;
[br]&lt;br /&gt;
 His/Her sentence is to be no less than [field] minutes, with the following additional charges (if applicable): [i][field][/i][br]&lt;br /&gt;
[br]&lt;br /&gt;
 He/She will be arrested by any Security Officer that spots him/her and that is authorized and/or carrying this warrant.[br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature of the Ranger/WO/SS: [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Stamp of the Warrant Officer (if applicable):[field][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armoury Item Request===&lt;br /&gt;
Armoury Item Request by Kakashi57&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[hr]&lt;br /&gt;
[center][Large][b]Armoury Item Request[/b][/large][br]&lt;br /&gt;
[small]For those armoury items that you need.[/small][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Name:[/b] [field][br]&lt;br /&gt;
[b]Job:[/b] [field][br]&lt;br /&gt;
[b]Item(s):[/b] [field][br]&lt;br /&gt;
[b]Reason:[/b] [field]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][center]Borrower&#039;s Signature:[/b] [u][i][field][/i][/u][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[hr]&lt;br /&gt;
[center][small](Office to fill)[/small][/center]&lt;br /&gt;
[b]Approval Name:[/b] [field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][center]Approval&#039;s Signature:[/b] [u][i][field][/i][/u][/center]&lt;br /&gt;
[hr]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armory Item Deployment Form===&lt;br /&gt;
Armory Item Deployment Form by Playbahnosh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Armory Item Deployment Form[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[small][i]The following item(s) are issued from the Armory to the recipient for use in accordance with standing security protocols and orders. The recipient must not share these items with any other personnel without direct approval from a commanding officer! All items must be returned to the Armory after use![/i][br][/small]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Item(s) issued: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Issued by: [/b][field][br]&lt;br /&gt;
[b]Reason: [/b][field][br]&lt;br /&gt;
[b]Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]This form must be signed by the Recipient and the Supply Specialist![/i][/small][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Supply Specialist Signature: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[center][u]Item Return Form[/u][/center][br]&lt;br /&gt;
[small][i]Fill out in the event of returning the issued items.[/i][/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]All issued items returned and accounted for?(yes/no): [/b][field][br]&lt;br /&gt;
[i]If no, used up/missing items: [/i][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Supply Specialist Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Weapon Permit Application===&lt;br /&gt;
Weapon Permit Application by JerTheAce.&lt;br /&gt;
&lt;br /&gt;
Under &amp;quot;Weapon(s) authorized&amp;quot; you &#039;&#039;can&#039;&#039; just write &amp;quot;Any&amp;quot; if you want, but you still have to supply an actual permit item regardless.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Temporary License to Carry[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[small][i]The following weapon is to be granted for the recipient to carry in accordance with standing security protocols and orders. At the expiration of this contract, which is a maximum of one shift, the weapon must be surrendered to security personnel. If the recipient is convicted of a crime, this permit may be voided at the discretion of the arresting officer regardless of the weapon&#039;s use or there-lack-of in a given offense. For a long-term weapon permit lasting more than one shift, contact High Council for details. This permit may never be used to authorized explosive, biological, chemical, or unconventional weapons. Such weapons are explicitly forbidden.[/i][br][/small]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Weapon(s) authorized: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Issued by: [/b][field][br]&lt;br /&gt;
[b]Reason: [/b][field][br]&lt;br /&gt;
[b]Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]This form must be signed by the recipient and one of the following; blackshield commander or warrant officer[/i][/small][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Warrant Officer/Blackshield Commander&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Time of Signing: [/b][field][br]&lt;br /&gt;
[b]Time of Expiration: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Warrant Officer/BlackshieldCommander&#039;s Stamp Below[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Criminal Prosecution Form===&lt;br /&gt;
Criminal Prosecution Form by Playbahnosh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Criminal Prosecution Form[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[small][i]This form records the event and circumstances of the criminal prosecution of this colonist. A fully filled out form is required to validate sentence! Make sure to update criminal database file of the prosecuted in addition to this form![/i][/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Offender&#039;s name: [/b][field][br]&lt;br /&gt;
[b]Offender&#039;s title: [/b][field][br]&lt;br /&gt;
[b]Crime(s) committed: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[small][i](Fill out if applicable)[/i][/small][br]&lt;br /&gt;
[b]Witness(es): [/b][field][br]&lt;br /&gt;
[b]Interrogation conducted by: [/b][field][br]&lt;br /&gt;
[i]Transcript attached?(yes/no): [/i][field][br]&lt;br /&gt;
[b]Item(s) taken into evidence: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][u]Sentence: [/u][/b][field][br]&lt;br /&gt;
[i]Modifying factors: [/i][field][br]&lt;br /&gt;
[b]Sentence interval (if applicable): [/b][field][br]&lt;br /&gt;
[b]Sentenced by: [/b][field][br][br]&lt;br /&gt;
[small][i]Sentences carried out must be validated by the Ranger&#039;s signature! Life sentences Must be validated by the WO or MC! Executions must be validated by the Council![/i][/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[center][b]Prisonner Release Form[/b][/center][br]&lt;br /&gt;
[small][i]Fill out in the event of releasing this prisonner (if applicable)[/i][/small][br]&lt;br /&gt;
[b]Sentence served to full extent? (yes/no): [/b][field][br]&lt;br /&gt;
[i]If no, reason for early release: [/i][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Search Warrant===&lt;br /&gt;
Search Warrant by Playbahnosh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Search Warrant[/b][/u][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]The Security Officer(s) bearing this Warrant are hereby authorized by the Issuer to conduct a one time lawful search of the Suspect&#039;s person/belongings/premises and/or Department for any items and materials that could be connected to the suspected criminal act described below, pending an investigation in progress. The Security Officer(s) are obligated to remove any and all such items from the Suspects posession and/or Department and file it as evidence. The Suspect/Department staff is expected to offer full co-operation. In the event of the Suspect/Department staff attempting to resist/impede this search or flee, they must be taken into custody immediately! All confiscated items must be filed and taken to Evidence![/i][/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i](*if applicable)[/i][/small]&lt;br /&gt;
[b]Suspect&#039;s Name*: [/b][field][br]&lt;br /&gt;
[b]Suspect&#039;s Title*: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Department: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Suspected Crime(s): [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Extent of search: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Warrant issued by: [/b][field][br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i](To be filled out after search)[/i][/small]&lt;br /&gt;
[b]Search conducted by: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Item(s) taken as evidence: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Notes: [/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Interrogation Report===&lt;br /&gt;
Interrogation Report by Playbahnosh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Interrogation Report[/b][/u][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]An audio recording or transcript of the interview must be attached to this report to be considered valid! In the event of a criminal prosecution, this report is considered as evidence![/i][/small][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Interviewer&#039;s name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Interviewee&#039;s name: [/b][field][br]&lt;br /&gt;
[b]Title: [/b][field][br]&lt;br /&gt;
[b]Designation[/b][small][i](Suspect/Witness/Other)[/i][/small][b]: [/b][field][br]&lt;br /&gt;
[b]Interviewee&#039;s Legal Aid present[/b][small][i](name, title)[/i][/small][b]: [/b][field][br]&lt;br /&gt;
[b]Other personnel present: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b][u]Interview Notes: [/u][/b][br]&lt;br /&gt;
[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Interviewer&#039;s Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Criminal Confession===&lt;br /&gt;
Criminal Confession by Playbahnosh&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Criminal Confession[/b][/u][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
[i]I,[/i][small](name)[/small] [field][i],[/i][small](title)[/small] [field] [i]hereby declare, that I committed the crime(s) of[/i] [small](crime(s))[/small][field] [i]against[/i][small] (victim(s))[/small] [field] [i]in collaboration with[/i] [small](accomplice(s))[/small][field][i]. I accept the consequences of my actions and face the sanctions deemed appropriate by Nadezhda Law. I understand, that this confession is non-withdrawable, non-changable and is admissible as evidence of my guilt in criminal proceedings.[/i][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Signature: [/b][field][br]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Evidence Log===&lt;br /&gt;
by kazkin&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][center][u][large]Evidence/Contraband Inventory Log[/large][/b][/center][/u][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Time:[/b][field][br]&lt;br /&gt;
[b]Log Number:[/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Listed Confiscations:[/b][br]&lt;br /&gt;
[br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
* [field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Confiscating officers signature:[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Armory Inventory===&lt;br /&gt;
By CookieJarvis / HeleC&lt;br /&gt;
Modified by DasFox&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center]&lt;br /&gt;
[center][h1]Nadezhda Colony[/h1][small][i]Marshal Offices, Supply Specialist[/i][/small]&lt;br /&gt;
&lt;br /&gt;
[i]Armory Inventory&lt;br /&gt;
Revision No. [field] | [date] | [time] |&lt;br /&gt;
[/i][/center][hr][center][small]Armory - Ballistic Weaponry[/small][/center][hr][list]&lt;br /&gt;
[*][b].257 &#039;Bulldog&#039; Carbines[/b]: [field]&lt;br /&gt;
[*][b].257 &#039;Ostwind&#039; Carbine[/b]: [field]&lt;br /&gt;
[*][b]7.5mm &#039;Nordwind&#039; Precision Rifle[/b]: [field]&lt;br /&gt;
[*][b]20mm &#039;Gladstone&#039; Pump Shotgun[/b]: [field]&lt;br /&gt;
[*][b]20mm &#039;Bull&#039; Pump Shotgun[/b]: [field]&lt;br /&gt;
[*][b]Ammunition Rack Boxes:[/b][/list]&lt;br /&gt;
[hr][center][small]Armory - Energy Weaponry[/small][/center][hr][list]&lt;br /&gt;
[*][b]&#039;Halicon&#039; Ion-Rifles:[/b] [field]&lt;br /&gt;
[*][b]&#039;Zeus&#039; Stun Revolvers[/b]: [field]&lt;br /&gt;
[*][b]&#039;Counselor&#039; Stun Guns[/b]: [field]&lt;br /&gt;
[*][b] &#039;Cog&#039; Laser Carbine[/b] : [field][/list]&lt;br /&gt;
[hr][center][small]Armory - Armor[/small][/center][hr][list]&lt;br /&gt;
[*][b]Maska Helmet[/b]: [field]&lt;br /&gt;
[*][b]Altyn Helmet[/b]: [field]&lt;br /&gt;
[*][b]Flak Vest[/b]: [field][/list]&lt;br /&gt;
[hr][center][small]Armory - Tactical Equipment[/small][/center][hr][list]&lt;br /&gt;
[*][b]40mm &#039;Lenar&#039; Rotary Grenade Launcher[/b]: [field]&lt;br /&gt;
[*][b].60-06 &#039;Penetrator&#039; Anti-Material-Rifle[/b]: [field]&lt;br /&gt;
[*][b].408 &#039;Scout&#039; Heavy Boltgun[/b]: [field]&lt;br /&gt;
[*][b].257 &#039;Takeshi&#039; Suppression Machinegun[/b] : [field]&lt;br /&gt;
&lt;br /&gt;
[*][b]Box Of Baton Rounds[/b]: [field]&lt;br /&gt;
[*][b]Box Of EMP Grenade Shells[/b]: [field]&lt;br /&gt;
[*][b]Box Of Flash Grenade Shells[/b]: [field]&lt;br /&gt;
[*][b]Box Of Frag Grenade Shells[/b]: [field]&lt;br /&gt;
[*][b]Box Of Blast Grenade Shells[/b]: [field]&lt;br /&gt;
[*][b].257 Carbine Rubber Ammunition Box[/b]: [field][/list]&lt;br /&gt;
[hr][center][small]Armory - Mechs[/small][/center][hr]&lt;br /&gt;
[b]&amp;quot;Iron Tyrant&amp;quot; Durand Combat Mech[/b][list]&lt;br /&gt;
[*][i]EZ-13 Mk2 Heavy Pulse Rifle[/i]&lt;br /&gt;
[*][i]MkIV Ion Heavy Cannon[/i]&lt;br /&gt;
[*][i]PBT &#039;Pacifier&#039; Mounted Taser[/i]&lt;br /&gt;
[*][i]SGL-6 Grenade Launcher[/i]&lt;br /&gt;
[*][i]Energy Relay[/i]&lt;br /&gt;
[*][i]RW Armor Booster[/i]&lt;br /&gt;
[*][i]CCW Armor Booster[/i]&lt;br /&gt;
[*][i]Hydraulic Clamp[/i]&lt;br /&gt;
[*][i]Drill[/i][/list]&lt;br /&gt;
[hr][center][small]Armory - Shop[/small][/center][hr]&lt;br /&gt;
[b]Weaponry[/b][list]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field][/list]&lt;br /&gt;
[b]Modifications[/b][list]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field]&lt;br /&gt;
[*][field][/list]&lt;br /&gt;
[hr][b]Completed By[/b]: [sign]&lt;br /&gt;
[b]Date Completed[/b]: [date] [time]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thermal Augmentation Insertion===&lt;br /&gt;
by Nightmare&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b][u]Thermal Augmentation Insertion[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[small][i]The thermal augmentation that the soteria roboticist/scientist/doctor or prime is giving to the recipient is recognized as minor contraband and will be immediately removed by the same individual upon full usage of said thermals. By signing this, the recipient also agrees to a body scan after the removal of said implant as proof that it was fully removed. Failure to complete the process will result in both individuals being charged with minor contraband and possible other charges.[/i][br][/small]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Issued by: [/b][field][br]&lt;br /&gt;
[b]Reason: [/b][field][br]&lt;br /&gt;
[b]Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]This form must be signed by the recipient and one of the following; Soteria scientist, roboticist, doctor, or Absolute prime.[/i][/small][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Soteria scientist, roboticist, doctor, or Absolute prime’s Signature: [/b][field][br]&lt;br /&gt;
[b]Time of Signing: [/b][field][br]&lt;br /&gt;
[b]Time of Expiration: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Warrant Officer/BlackshieldCommander&#039;s Stamp Below To Acknowledge[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thermal Augmentation Removal===&lt;br /&gt;
by Nightmare&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[center][b][u]Thermal Augmentation Removal[/b][/u][/center][br]&lt;br /&gt;
[hr][br]&lt;br /&gt;
[small][i]The thermal augmentation that the soteria roboticist/scientist/doctor or prime has given to the recipient has fully recovered augmentation and secured it. After a body scan, the signing doctor/roboticist/prime is to attach it to this document and turn it in to the proper individual(s).  Failure to complete the process will result in both individuals being charged with minor contraband and possible other charges.[/i][br][/small]&lt;br /&gt;
[br]&lt;br /&gt;
[b]Recoverer&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Returning Recipient&#039;s Name: [/b][field][br]&lt;br /&gt;
[b]Rank: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[small][i]This form must be signed by the recipient and one of the following; Soteria scientist, roboticist, doctor, or Absolute prime.[/i][/small][br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b] Returning Recipient&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Soteria scientist, roboticist, doctor, or Absolute prime&#039;s Signature: [/b][field][br]&lt;br /&gt;
[b]Time of Signing: [/b][field][br]&lt;br /&gt;
[br]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Warrant Officer/BlackshieldCommander&#039;s Stamp Below To Acknowledge[/b]&lt;br /&gt;
[hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Xenobiology==&lt;br /&gt;
===Slime Breeding Log===&lt;br /&gt;
Slime Breeding Log by Malsquando&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u][center]Slime Breeding Log[/b][/u][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
Station Time during observation of breeding:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Parent Slime type of bred Slime:[field][br]&lt;br /&gt;
Parent Slime ID# of bred Slime:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Bred Slime type:[field][br]&lt;br /&gt;
Bred Slime ID#:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Child Slime type of bred Slime:[field][br]&lt;br /&gt;
Child Slime ID# of bred Slime:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Child Slime type of bred Slime:[field][br]&lt;br /&gt;
Child Slime ID# of bred Slime:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Child Slime type of bred Slime:[field][br]&lt;br /&gt;
Child Slime ID# of bred Slime:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Child Slime type of bred Slime:[field][br]&lt;br /&gt;
Child Slime ID# of bred Slime:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Notes:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature of observing scientist:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Core Experimentation Log===&lt;br /&gt;
Core Experimentation Log by Malsquando&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][u][center]Core Experimentation Log[/b][/u][/center][br]&lt;br /&gt;
[br]&lt;br /&gt;
Station Time apon experimentation:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Core type:[field][br]&lt;br /&gt;
origin Slime ID#:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Injected substance:[field][br]&lt;br /&gt;
Observed Effect:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Notes:[field][br]&lt;br /&gt;
[br]&lt;br /&gt;
Signature:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Prospector==&lt;br /&gt;
===Blackshield Escort Request===&lt;br /&gt;
by DasFox&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1]Nadezhda Colony[/h1][large]Blackshield Escort Request[/large][/center] [hr] [small][center][i]The following form indicates that the Blackshield Regiment will escort the Prospectors for the duration of their journey. An additional reminder that Troopers and Sergeants are 400 credits per assigned escort, and Corpsman are 600 due to advanced training.[/center][/i][/small] [hr] [u]General Information:[/u] &lt;br /&gt;
Date: [field] &lt;br /&gt;
Time of Departure: [field]&lt;br /&gt;
Location: [field]&lt;br /&gt;
Estimated Threats:[list][*][field][*][field][*][field][*][field][*][field][*][field]&lt;br /&gt;
[/list][u]Requester Information:[/u] &lt;br /&gt;
Name(s): [field] &lt;br /&gt;
Position(s): [field]&lt;br /&gt;
Required Credits: [field]&lt;br /&gt;
OR &lt;br /&gt;
Promised Items: [list][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][*][field][/list][small][center][i]NOTE: Items listed, when retrieved, are property of the Blackshield Regiment, and no longer are subject to Salvage Claims by the Prospector Department[/i][/center][/small][hr] [u]Blackshield Escorts:[/u]&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field]&lt;br /&gt;
&lt;br /&gt;
Name: [field] &lt;br /&gt;
Position: [field] &lt;br /&gt;
[hr] Authorizing Party Signature: [field] &lt;br /&gt;
Requester(s) Signature(s): [field] [small][center][i]NOTE: The below area is to be stamped by the Foreman and/or Blackshield Commander[/i][/center][/small] [hr]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Mission Report===&lt;br /&gt;
by kazkin&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[b][large]Nadezhda Colony[/large][/b]&lt;br /&gt;
&lt;br /&gt;
[i]Mission Report[/i][/center][hr][b]Involved person(s)[/b]:&lt;br /&gt;
[field]&lt;br /&gt;
[b]Mission event(s) description[/b]:&lt;br /&gt;
[field]&lt;br /&gt;
[b]Other Details(s)[/b]:&lt;br /&gt;
[field][hr][small][sign]; Rank: [field]&lt;br /&gt;
This document is void unless stamped.[/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Blackshield=&lt;br /&gt;
===Blackshield Cadetship Application===&lt;br /&gt;
by DasFox&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][h1]Nadezhda Colony[/h1][h3]Blackshield Regiment[/h3][large]Cadetship Application[/center][hr]&lt;br /&gt;
&lt;br /&gt;
[b]Blackshield Regiment (SURFACE) Cadetship Application[/b]&lt;br /&gt;
DTG: [date], [time]&lt;br /&gt;
Index: [field]&lt;br /&gt;
&lt;br /&gt;
[b]General Information[/b]&lt;br /&gt;
&lt;br /&gt;
Full Name: [field]&lt;br /&gt;
Position: [field]&lt;br /&gt;
Faction: [field]&lt;br /&gt;
&lt;br /&gt;
Prior Firearms Training (Y/N): [field]&lt;br /&gt;
Prior Military Experience (Y/N): [field]&lt;br /&gt;
Prior Police Experience (Y/N):[field]&lt;br /&gt;
&lt;br /&gt;
[hr][b]Personal Information[/b]&lt;br /&gt;
Species: [field]&lt;br /&gt;
Age: [field]&lt;br /&gt;
Date of Birth: [field]&lt;br /&gt;
Place of Birth: [field]&lt;br /&gt;
Relatives of Note: [field]&lt;br /&gt;
&lt;br /&gt;
Length of Time within the Colony, and what made you come here?&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
What made you want to join the Blackshield Regiment?&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
Applicant&#039;s Signature: [field]&lt;br /&gt;
[hr]&lt;br /&gt;
Blackshield Commander&#039;s Signature: [field]&lt;br /&gt;
Blackshield Sergeant&#039;s Signature (If Applicable): [field]&lt;br /&gt;
&lt;br /&gt;
[center][small]This document will be reviewed by the relevant authorities within the Brigadier&#039;s Office on the Administrative District. A Commander or Sergeant authorizing this form does not mean an immediate approval, nor does their disapproval mean an immediate rejection.&lt;br /&gt;
&lt;br /&gt;
Stamp below if applicable.[/center][hr][/small]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Gate Log===&lt;br /&gt;
by Unknown&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[h3][center][u]Gate Log[/h3][/center][/u][hr][hr][b]Logging Staff:[/b][field][br]&lt;br /&gt;
[b]Gate Log Number:[/b][field][hr][hr]&lt;br /&gt;
[table][row][cell]Name[cell]Rank[cell]Time[cell]In/Out, Notes&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[row][cell][field][cell][field][cell][field][cell][field]&lt;br /&gt;
[/table]&lt;br /&gt;
[hr][hr][b]Always note the name, rank, destination, suit sensor settings, and time that person entered and exited. Always use a new line upon entry or exit.[/b]&lt;br /&gt;
[hr][hr]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2193</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2193"/>
		<updated>2021-08-26T09:31:19Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Colony&#039;s Shield Generator room is a new addition to the colony&#039;s defense systems. It has been established that it will be officially maintained by the Artificer&#039;s Guild. Due to this, the Guild has access to this room. All Artificer Engineers are to keep in mind that the shield generator room is considered a high security area, any and all abnormalities or issues regarding it are to be reported to the colony&#039;s security forces. &lt;br /&gt;
* The generator is to be maintained, on top of the other regular duties that Adepts have. The Guild can choose to ignore doing this, if there&#039;s really only one Adept and they have a lot more other pressing matters to handle.&lt;br /&gt;
* The shield generator is to be wrenched after shift start, as it starts unwrenched. If not wrenched and anchored, it will not acquire power over the course of the shift. Furthermore, the SMES units inside of the room start empty, and will need their coils changed. &lt;br /&gt;
* Be careful with powering the generator, as it can drain the entirety of the network if unmonitored. If one seeks to acquire more power for the generator, requesting the Church to use their biogenerator or utilizing the Guild&#039;s generators and equipment to produce more can be done, and is suggested. &lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of the Soteria. Members of the biolab division are required to treat all willing patients.&lt;br /&gt;
&lt;br /&gt;
#Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering. &lt;br /&gt;
#I recognize that the practice of medicine is a privilege with which comes considerable responsibility and I will not abuse my position. &lt;br /&gt;
#I will practice medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#I will recognize the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honor.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), patient with a DNR, or a person marked for execution is grounds for a 1 month of suspension from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
* All non-psionic crew with genetically modified DNA should be confined to the research division at all times.&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance). Failing the presence of any of those, a signature from the researchers and patience will suffice.&lt;br /&gt;
* The only time non-psionic genetically modified DNA is permitted outside the research division is with the express consent of the High Council.&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman avaliable the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one rifle type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
=== Shield Generator ===&lt;br /&gt;
* The Shield Generator on the colony surface is a new defense mechanism for the colony&#039;s safety. Whilst Council have access to it, it is not advised to enter the shield generator room unless there is a valid reason. It is currently classified under the same high risk condition that Telecommunications is listed under.&lt;br /&gt;
&lt;br /&gt;
* Apart from the Council, the Blackshield, Marshals, and Guild have access to the room. As maintainers of the Shield room, Guild are allowed to enter and exit the place as they will. Blackshield and Marshals should only enter and utilize the shield generator when there is a security matter. Untrained personnel, that are not the Guild, setting up the generator run the risk of being charged with Negligence if a issue or incident occurs.&lt;br /&gt;
&lt;br /&gt;
* Given that the shield generator room serves a important role in colony safety, and should not be tampered nor trespassed, whether by those with access or not. These following charges can and will be applied upon investigation of any incidents or situations: Grand trespass, negligence, sabotage, terrorism, and possibly more. &lt;br /&gt;
&lt;br /&gt;
* It is heavily suggested to set the generator&#039;s radius at 85, as that covers the entirety of the colony&#039;s defenses. There are various settings on the shield generator, some of these settings should only be turned on depending on the code level. &lt;br /&gt;
** On code green, the shield generator can be operated, although not generally advised due to power draw, with these settings active: Unknown Lifeforms (Blocks unknown life forms.), Hyperkinetic Projectiles, and Photonic Dispersion.&lt;br /&gt;
** On code blue, the shield generator can be operated more freely with these settings: Humanoid Lifeforms (Blocks humans, abhumans, Cht&#039;mant, sentient life), Silicon Lifeforms (Blocks cyborgs and other robots), Atmospheric Containment, Diffuser Bypass (Individuals with certain technology can bypass the shield generator, this setting negates that but draws a lot of power), Adaptive Field Harmonics.&lt;br /&gt;
** On code red, the shield generator is heavily advised to be put into use, along with weaponizing it with: Field Overcharge.&lt;br /&gt;
 &lt;br /&gt;
* The only individuals with direct authority to operate the shield generator on &#039;&#039;&#039;any&#039;&#039;&#039; code level are the Blackshield Commander and Warrant Officer, so long as they have valid cause (Hostile or suspicious outsiders, criminals on the run, etc). The two can cancel each other&#039;s orders out in regards of the Shield Generator, but there should also be a valid reason behind it, else the BC/WO runs the risk of being charged or demoted on the spot. The Council can also vote to choose that the cause was not valid and must fax the High Council if such is decided, including the cause that was overruled by the Council. If the High Council believes otherwise, or does not receive sufficient information, the vote is overturned and the Council may suffer consequences for time wasting decisions and faxes.&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Guides&amp;diff=2192</id>
		<title>Guides</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Guides&amp;diff=2192"/>
		<updated>2021-08-23T00:56:05Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Gameplay guides}}&lt;br /&gt;
&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Start ==&lt;br /&gt;
You&#039;re new to Sojourn and want to learn? Here&#039;s what you do!&lt;br /&gt;
* Read our [[Rules|server rules]]. You may not understand all of them until you understand the game, but you should keep them in mind.&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re new to Space Station 13 in general, read the [[The Basics|Tutorial]] and [[General Help]] guides.&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re new to roleplay in general, read the [[A Crash Course in Roleplaying|Crash Course In Roleplaying]] and [[Character Creation]] pages.&lt;br /&gt;
&lt;br /&gt;
* When you play as a job you haven&#039;t played before, always look over the wiki page for that job. Read the overview box at the top, and have a glance over all the linked guides.&lt;br /&gt;
&lt;br /&gt;
* When you join the round as a Head of Staff, read the [[Chain of Command]] and the [[Guide to Command]].&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Starter Guide]] [[Starter Guide]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=General Help]] [[General Help]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Paper.png|link=Rules]] [[Rules]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Basic Construction]] [[Basic Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Changeling.gif|link=Character Creation]] [[Character Creation]]&lt;br /&gt;
&lt;br /&gt;
== Game Mechanics ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[File:Harm.png|link=Combat]] [[Combat|Guide to Combat]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Help.png|link=Combat#Intents]] [[Combat#Intents|Guide to Intent]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Rigsuit.png|link=Hardsuit]] [[Hardsuit|Hardsuit Operation]]&lt;br /&gt;
&lt;br /&gt;
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Carp.gif|link=Critters]] [[Critters|Monsters]] (Game controlled beings)&lt;br /&gt;
&lt;br /&gt;
*[[File:Pen.png|link=Job Selection and Assignment]] [[Job Selection and Assignment]]&lt;br /&gt;
&lt;br /&gt;
*[[Psionics]]&lt;br /&gt;
&lt;br /&gt;
== Professions ==&lt;br /&gt;
&lt;br /&gt;
For a more detailed explanation of all of the jobs available, see the [[Jobs|job guides page]].&lt;br /&gt;
&lt;br /&gt;
See [[File:commandGuide.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]] for an overview of what is and isn&#039;t okay under normal circumstances on the station, but isn&#039;t strictly enforced by [[Laws]] unless specified.&lt;br /&gt;
&lt;br /&gt;
=== Command ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Command]]  [[Standard Operating Procedure#Command|Standard Operating Procedure for Command staff]]&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Engineering]]  [[Standard Operating Procedure#Engineering|Standard Operating Procedure for Engineering department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:O2 canister.png|link=Atmospherics]] [[Guide to Atmospherics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wrench.png|link=Guide to Construction]] [[Construction|Guide to Construction]]&lt;br /&gt;
*[[File:Machine_Frame.png|link=Guide_to_Advanced_Construction]] [[Guide to Advanced Construction]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Supermatter.png|link=Supermatter Engine]] [[Supermatter Engine|How to Set up the Supermatter Engine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Cablecoil.png|link=Solars]] [[Solars|How to Set up the Solars]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Wirecutters.png|link=Hacking]] [[Guide to Hacking|Guide to Hacking]]&lt;br /&gt;
&lt;br /&gt;
=== Security ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Security]] [[Standard Operating Procedure#Security|Standard Operating Procedure for Security department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:StunBaton.gif|link=Guide to Security]] [[Guide to Security]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Laws]] [[Laws]]&lt;br /&gt;
&lt;br /&gt;
*[[File:SpaceLaw.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]&lt;br /&gt;
&lt;br /&gt;
=== Medical ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Medical]]  [[Standard Operating Procedure#Medical|Standard Operating Procedure for the Medical department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Healthanalyzer.png|link=Guide to Medicine]] [[Guide to Medicine]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Scalpel.png|link=Surgery]] [[Surgery|Guide to Surgery]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Autopsy scanner.png]] [[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Beaker.png|link=Guide to Chemistry]] [[Guide to Chemistry]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Implant_Case.png]] [[Guide to Virology]]&lt;br /&gt;
&lt;br /&gt;
=== Science ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Science]] [[Standard Operating Procedure#Science|Standard Operating Procedure for Science department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]&lt;br /&gt;
&lt;br /&gt;
*[[File:MetroidBaby.gif|link=Guide to Xenobiology]] [[Guide to Xenobiology]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Explosivebombthatgoesboom.png|link=Guide to Toxins]] [[Guide to Toxins]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Generic borg.png|link=Guide to Robotics]] [[Guide to Robotics]]&lt;br /&gt;
&lt;br /&gt;
*[[File:MiningPick.gif|32px|link=Guide to Xenoarchaeology]] [[Guide To Xenoarchaeology|Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
=== Civilian ===&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Service]] [[Standard Operating Procedure#Service|Standard Operating Procedure for Service department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:commandGuide.png|link=Standard Operating Procedure#Supply]] [[Standard Operating Procedure#Supply|Standard Operating Procedure for Supply department]]&lt;br /&gt;
&lt;br /&gt;
*[[File:burg.png|link=Guide to Food]] [[Guide to Food]]&lt;br /&gt;
&lt;br /&gt;
*[[File:ToxinsSpecial.gif|link=Guide to Drinks]] [[Guide to Drinks]]&lt;br /&gt;
&lt;br /&gt;
*[[File:Carrot.png|link=Guide to Hydroponics]] [[Guide to Hydroponics]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
{{Contribution guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Template:Guides&amp;diff=2191</id>
		<title>Template:Guides</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Template:Guides&amp;diff=2191"/>
		<updated>2021-08-23T00:54:43Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;background-color:#FFFFFF&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;9&amp;quot; style=&amp;quot;text-align: center;&amp;quot; | &#039;&#039;&#039;[[Guides|Guide Table]]&#039;&#039;&#039; [[File:IconTipsie.png]]&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #898787&amp;quot; | &#039;&#039;&#039;Starter&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #8cbcd6&amp;quot; | &#039;&#039;&#039;Medical&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ba9b67&amp;quot; | &#039;&#039;&#039;Engineering&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #a885a2&amp;quot; | &#039;&#039;&#039;Science&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ff3c12&amp;quot; |  &#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #AF6365; color: white;&amp;quot; |  &#039;&#039;&#039;Random&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
* [[Starter Guide]]&lt;br /&gt;
* [[General Help]]&lt;br /&gt;
* [[Rules|The Rules]]&lt;br /&gt;
* [[Keyboard Shortcuts]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[Job Selection and Assignment]]&lt;br /&gt;
* [[A Crash Course in Roleplaying]]&lt;br /&gt;
* [[Stats|Stats and Skills]]&lt;br /&gt;
* [[Sanity|Insight and Development]]&lt;br /&gt;
* [[Perks|Perk System]]&lt;br /&gt;
* [[Psionics|Psionics]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Medicine]]&lt;br /&gt;
*[[Guide to Chemistry]]&lt;br /&gt;
*[[Guide to Virology]]&lt;br /&gt;
*[[Surgery|Guide to Surgery]]&lt;br /&gt;
*[[Guide to Cadavers]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Supermatter Engine|Guide to the Supermatter Engine]]&lt;br /&gt;
*[[Construction|Guide to Construction]]&lt;br /&gt;
*[[Guide to Advanced Construction|Guide to Machine Construction]]&lt;br /&gt;
*[[Guide to Tools and Mods]]&lt;br /&gt;
*[[Guide to Atmospherics]]&lt;br /&gt;
*[[Guide to Hacking]]&lt;br /&gt;
*[[Guide to Telecommunications]]&lt;br /&gt;
*[[Solars|Guide to the Solars]]&lt;br /&gt;
*[[Guide to Power]]&lt;br /&gt;
*[[SMES Manual]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Guide to Research and Development]]&lt;br /&gt;
*[[Guide to Robotics]]&lt;br /&gt;
*[[Guide to Xenobiology|Guide to Xenobiology]]&lt;br /&gt;
*[[Guide to Toxins]]&lt;br /&gt;
*[[Guide To Xenoarchaeology|Guide to Xenoarchaeology]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Laws|Colony Laws]]&lt;br /&gt;
*[[Standard Operating Procedure]]&lt;br /&gt;
*[[Guide to Security]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align:top;&amp;quot;|&lt;br /&gt;
*[[Psionics]]&lt;br /&gt;
*[[AI|Guide to AI]]&lt;br /&gt;
*[[Core Species|Player Species Reference]]&lt;br /&gt;
*[[Critters|Monsters]]&lt;br /&gt;
*[[Guide to EVA]]&lt;br /&gt;
*[[Hardsuit|Hardsuit Operation]]&lt;br /&gt;
*[[Voidsuit|Voidsuits]]&lt;br /&gt;
*[[Guide to Food]]&lt;br /&gt;
*[[Guide to Drinks]]&lt;br /&gt;
*[[Guide to Hydroponics]]&lt;br /&gt;
*[[Guide to Paperwork]]&lt;br /&gt;
*[[Random Events]]&lt;br /&gt;
*[[Supply Crates|List of Supply Crates]]&lt;br /&gt;
*[[Guide to Absolutism]]&lt;br /&gt;
*[[The Hunters Codex]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2157</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2157"/>
		<updated>2021-08-12T09:12:03Z</updated>

		<summary type="html">&lt;p&gt;Nightmare: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The information contained in the article below is written here instead of the individual [[Jobs|manuals]] for each profession because this is all information the entire crew should know, so they may know what to expect, what their rights are, and what other staff should be doing to best service the crew. For those looking for information on the Hunting Lodge, click [[The Hunters Codex|this]].&lt;br /&gt;
&lt;br /&gt;
(( Players reading this page should keep in mind &#039;&#039;&#039;THESE ARE NOT OOC RULES!&#039;&#039;&#039; These are just how the colony, in-character, would have something handled. Whether or not you are following these policies is irrelevant if you break [[Rules|the actual rules]]. Breaking SOP is usually IC, and usually only results in IC punishment like being fired. ))&lt;br /&gt;
&lt;br /&gt;
== Colony Labor Rights ==&lt;br /&gt;
As per the conditions of the Nadezhda Declaration of Sentient Rights, all employees are granted specific legally afforded rights as colonists in the city of Nadezhda.&lt;br /&gt;
&lt;br /&gt;
* Everyone has the right to work, free choice of employment, just and favorable conditions of work, and to protection against unemployment.&lt;br /&gt;
** What it means: Barring an emergency in which you are qualified and able to help safely resolve, you cannot be conscripted or otherwise forced into an occupation that you have no desire or ability to meet the responsibilities of. For example, a Cargo Technician cannot be fired for not following orders to go mining, because that&#039;s a completely different job.&lt;br /&gt;
* Everyone, without any discrimination, has the right to equal pay for equal work.&lt;br /&gt;
** What it means: You cannot be denied work or pay because of your appearance, race, gender, species, or religious affiliation within reason. For example, a naramad cannot be removed from command just for being a naramad.&lt;br /&gt;
* Everyone who works has the right to just and favorable remuneration ensuring for himself and his family an existence worthy of a sentient being&#039;s dignity, and supplemented, if necessary, by other means of social protection.&lt;br /&gt;
** What it means: You are paid a living wage in the form of credits via electronic deposit in such a way that you may access and spend those funds freely. You are also granted, if you so desire, certain benefits from the colony such as safe and affordable housing in protected colony zones. For example, paying you with commodities such as meat is not permitted (even if you would be okay with being paid in meat).&lt;br /&gt;
* Everyone has the right to form and to join trade unions for the protection of his/her interests.&lt;br /&gt;
** What it means: You can be part of a union. This is self explanatory. Heads of staff may fire any employee at any time for forming a union.&lt;br /&gt;
* Everyone has the right to rest and leisure, including reasonable limitation of working hours and periodic holidays with pay.&lt;br /&gt;
** What it means: All employees are entitled to break time, vacations, and holidays as outlined in your employee handbook. (( What this actually means OOCly: Nobody can come along and fire you or punish you for not doing your job 24/7 on the server. As long as the needs of your current job are met within reason, and there&#039;s no current emergencies, you can bugger off to do lewds or RP. Nobody likes a kill joy. ))&lt;br /&gt;
* Each faction has the right to fire an employee for a valid reason, repeated termination may result in a temporary or indefinite suspension. Basic workers in a department who have been fired three times on valid grounds within the span of 1 month will receive an indefinite suspension until an appeal is made. Heads of staff fired by their respective faction leaders are suspended from the department indefinitely until an appeal is made.&lt;br /&gt;
** OOC: What is considered valid for a strike is determined by an admin, usually with consensus from other admins, on a case by case basis. Generally committing crimes, refusing to follow valid orders, refusing to do your job, or causing notable strife among other people in your department is considered valid grounds for termination from your job.&lt;br /&gt;
&lt;br /&gt;
Violation of employee labor rights is punishable under [[Laws]] &amp;amp;sect;103.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Privacy Policy ==&lt;br /&gt;
Under normal colony operation, the invasion of private areas such as locked dorms, bathrooms, personal offices, personal belongings, personal lockers, or other personal space is highly illegal without consent of the owner or a search warrant. Furthermore, the use of thermal imaging goggles or other artificial means of observing crew in private areas such as tracking devices is also strictly forbidden without explicit consent or warrant, and the tools used to conduct such crimes are considered contraband. If your right to privacy is violated by the marshals or other members of the crew, contact the premier or warrant officer to submit an official complaint. If this violation of privacy results in the conviction of a crime, you may be eligible to have the incident voided by order of a Nadezhda council and be compensated for wrongful arrest.&lt;br /&gt;
&lt;br /&gt;
The Privacy Laws extends to every individual colonist and ally of the colony, especially in the Medical and Security Sector. The essence of it is help and report crimes whenever you can, but to not hurt a persons reputation immediately by doing so. Sometimes you will witness things out of context. You can always say &amp;quot;I just witnessed someone break into the premiers office!&amp;quot; instead of calling out their name immediately. You can always report the crime to a marshal or blackshield member later.&lt;br /&gt;
&lt;br /&gt;
The location of suit sensors may never be reported under any circumstances unless the individual in question calls for help, the person is wanted for a dangerous crime/considered to be a threat to other colonists or there is good reason to fear a medical emergency. This is extended below in the appropriate sections, so do not just use the previous sentence as the final say. All employees are recommended to let their head of staff know about their whereabouts or if they decide to take a break and for how long. An employee going or on a break never has to reveal their location, unless they decide to leave the colony. Every Head of Staff has the right to see the Gatelog in the Guardhouse if requested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
An unconscious person that called for help previously or is showing a medical emergency on suit sensors (including death) always and automatically consents to their location being made public information. This can never change. It is recommended to keep the person identity private to avoid any charges.&lt;br /&gt;
&lt;br /&gt;
Transporting injured personnel should be ideally be done by at least stretchers, but is recommended to use a stasis bag instead to protect the privacy of the person. A dead person should be transported via a body bag.&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to notify another colonist of the injured colonists medical status. Soteria Medical Personnel and Corpsman are excluded from this providing it is done in a private location or on the medical channel. This may be extended to other colonists capable of treating a person in the medical facilities, however the location and radio channel previously mentioned still apply. The only person that should be contacted is the relevant Head of Staff in case of serious injury or death. If a Head of Staff is seriously injured or dead other Command Members may be informed. Medical Records may reveal a next-of-kin or emergency contacts and if they are on duty are allowed to be contacted.&lt;br /&gt;
In the event of an unrevivable death of a colonist only the relevant Head of Staff must be informed. Otherwise post-mortem instructions are to be followed and the death should not be revealed to other colonists. A fax should be sent to the High Council with an autopsy report attached.&lt;br /&gt;
&lt;br /&gt;
Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
&lt;br /&gt;
Informing the Medical Team of an emergency coming in is appropriate as well as the extent of their wounds, however it is recommended that the persons identity should not be revealed to avoid any potential charges.&lt;br /&gt;
&lt;br /&gt;
If a treated individual discusses their wounds and status on a public channel - namely common radio -, they waive any right to medical privacy for the issue they have mentioned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Privacy Laws&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a colonist consents to their information being shared, no one is allowed to discuss the crimes or alleged crimes with any other colonists. This does not apply to marshals, but should be done in private or over security radios. While members of the Blackshield have access to this channel, they should not interfere in such a conversation unless they can contribute information regarding the crime. A green paragraph crime is not be shared with the relevant Head of Staff. A yellow paragraph crime or higher must be shared with the relevant Head of Staff. A red paragraph crime has to be reported to the Faction Owner of the person who committed the crime via fax. This may be handled by the Marshals or another Command Member, preferring the relevant Head of Staff. Records may never be shared without consent.&lt;br /&gt;
&lt;br /&gt;
Any colonist has the right to accuse another colonist of a crime and an investigation should be launched. The accuser&#039;s name should be kept hidden and private to prevent repercussions and revenge. Any marshal or someone who has been granted the appropriate authority to deal with internal security issues (most likely a blackshield member) who fails to launch an investigation can be charged with Negligence. If the accuser charges someone in bad faith, revenge or to waste their time, they should be charged with Obstruction of Duty. Failing to find evidence for a crime is not an accusation done in bad faith. The accuser has the right to be informed of the outcome of the investigation. They do not have the right to make this public knowledge.&lt;br /&gt;
&lt;br /&gt;
You are always allowed to report a crime you witnessed even if it does not involve you, just do so privately with a Marshal. It is recommended to call a marshal over to you or move to the Marshal Area. If you are being robbed it may be better if you stay quiet for your own safety and then report the crime. If you are being attacked self defense laws apply. It is recommended you disable/hide in an area and then immediately call for help - details are not important in such a moment and you can give a full report after the situation is safer.&lt;br /&gt;
&lt;br /&gt;
During interrogation a second colonist should be present as a witness to the statements of the accuser or accused. Who the witness is may change depending on circumstances, but a ranking order is given here as a reference: Warrant Officer, Ranger, Marshal Officer, Supply Specialist, Premier, Blackshield Commander, Sergeant, Any Head of Staff, Corpsman/Trooper. This is subject to change depending on duties and personnel involved in the incident.&lt;br /&gt;
&lt;br /&gt;
While Suit Sensors may be used to look for someone who has committed a crime, they may not be called out over public communication. This rule is only dismissed if the subject is found to be a danger to themselves or others. A danger to themselves falls under the medical emergency category and is classified as a person that is at risk of committing suicide or someone that is dying of wounds. A danger to others only applies if the subject is actively trying to hurt someone, violently breaking into staffed areas or breaking vital colony equipment. Examples: A person that uses drugs and/or distributes them is not a danger to others. A person that subdues others and forces drugs on them is dangerous to others.&lt;br /&gt;
&lt;br /&gt;
Any colonist charged with a crime or accused of a crime loses their right to privacy regarding the crime they talk about if they mention/discuss it in a public forum -mainly common radio channel-.&lt;br /&gt;
&lt;br /&gt;
This privacy policy may at times be suspended for the greater security of the station crew. If heightened security alertness is abused by the command staff, such as failing to lower the alert level after an incident, or raising the alert level when there is no incident, please contact your premier as soon as possible.&lt;br /&gt;
&lt;br /&gt;
Violation of employee privacy is punishable under [[Laws]] &amp;amp;sect;103. Other crime charges may apply.&lt;br /&gt;
&lt;br /&gt;
A colonist that chooses forced labor as a punishment loses some of his rights to privacy laws - namely their location needs to be transmitted via suit sensors at all times and any crimes/medical emergencies involving the colonist in debt during this period can be publicly communicated regardless of circumstances. Records and previous location/medical issues/crimes may not be discussed.&lt;br /&gt;
&lt;br /&gt;
== Nadezhda Dress Code ==&lt;br /&gt;
Certain positions within Nadezhda are expected to maintain a specific dress code. The strictness of these codes are &#039;&#039;Enforced&#039;&#039;, &#039;&#039;Recommended&#039;&#039;, and &#039;&#039;Suggested&#039;&#039;. They are defined as follows:&lt;br /&gt;
&lt;br /&gt;
* Marshal and blackshield staff are enforced to wear department specific clothing, or any clothing with dominant colors of green, black, blue, or gray depending on their respective job assignment. Individuals may not conduct activities naked while representing the blackshield or marshals. At a minimum, pants and an undershirt or tank top are mandatory.&lt;br /&gt;
* Medical staff are enforced to wear sterile lab clothing while working in Medical&#039;s facilities.&lt;br /&gt;
* Engineering staff are recommended but not enforced to wear bright and easily recognizable clothing, such as yellows or oranges, to be easily spotted in case of an emergency.&lt;br /&gt;
* Service staff are recommended but not enforced to wear aprons while preparing or harvesting food. Bartenders and waiter staff have no specific dress code, but it is suggested that they agree on similar clothing to wear for the day.&lt;br /&gt;
* Science staff are suggested but not enforced to wear uniforms of purple and white. If a VIP is visiting the station, please dress appropriately for your department.&lt;br /&gt;
* Cargo/Mining staff are suggested but not enforced to wear uniforms made of highly durable cloth so as to avoid damage caused by physical labor.&lt;br /&gt;
* The premier and steward are required to wear their clothing while on duty, it is suggested though not enforced they wear their official uniforms. &#039;&#039;&#039;Failure to remain clothed in public will result in immediate termination.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Failure or refusal to adhere to suggested dress codes are valid grounds for punishment up to and including termination and will likely result in a lack of respect from co-workers. Other staff and visitors are not bound by any dress code and may dress within reason so long as it does not violate [[Laws]].&lt;br /&gt;
&lt;br /&gt;
==Alert Levels==&lt;br /&gt;
=== Code Green - All Clear ===&lt;br /&gt;
Default operating level. No immediate or clear threat to the colony. All departments may carry out work as normal. This alert level can be set at the Communications Console with a head of staff level ID. Privacy laws are in effect.&lt;br /&gt;
&lt;br /&gt;
===Code Blue - Potential Threat===&lt;br /&gt;
Code blue scenarios can include but are not limited to:&lt;br /&gt;
* An active manhunt for a criminal within the colony.&lt;br /&gt;
* Station wide power failure.&lt;br /&gt;
* Station lock down or quarantine.&lt;br /&gt;
* Notable threats outside the colony that pose a potential threat. This can include a large pack of animals, dangerous but singular animals like renders, or wildlife acting in strange and unusual ways. Code blue should only be called if the threat is on going and not something a single person with a rifle could solve easily.&lt;br /&gt;
&lt;br /&gt;
Code blue scenarios rarely require active action by non-relevant staff and should be adhered to depending on the scenario. An active manhunt may have the warrant officer or blackshield commander order staff to remain in their departments. A quarantine may have the biolab overseer or research overseer order infected personnel to medical to be cured. Orders from the relevant heads of staff are considered valid and must be followed to the letter even if normal procedure states otherwise. During a code blue scenario or higher&lt;br /&gt;
&lt;br /&gt;
===Code Red - Serious Threat===&lt;br /&gt;
Code red scenarios can include but are not limited to:&lt;br /&gt;
* Serious external or internal threats to the colony such as massive roach groupings, numerous xenomorph attacks, void wolf attacks, or large groupings of synthetic life forms.&lt;br /&gt;
* The appearance of a blob somewhere on the colony.&lt;br /&gt;
* Any sign of a hive-mind, be it radio signals or visual confirmation.&lt;br /&gt;
* Malfunctioning or rogue AI.&lt;br /&gt;
* Terran Federation activity.&lt;br /&gt;
&lt;br /&gt;
Code red scenarios almost always involve the entirety of the colony and under such circumstances priority of orders is often given to the blackshield commander, warrant officer, or premier (in order of importance). In code red scenarios colonists are considered able to volunteer for assisting the blackshield be it with combat, mechanical, or medical skills. All orders from a blackshield member to a volunteering colony member is considered valid and must be adhered to. During a code red scenario all colonists should activate their suit sensors as an emergency precaution. During code red, all contraband policies towards weapons, including mechs, are lifted unless otherwise stated by the commanding head of staff.&lt;br /&gt;
&lt;br /&gt;
===Code Delta - Abandon All Hope===&lt;br /&gt;
Code delta scenarios are only called when the colony faces total destruction and the only scenario in which the blackshield commander or equivalent can perform field executions for disobeying an order. Code delta is called only by the high council. All orders from heads of staff are considered a necessity and refusal may result in immediate and swift termination.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Restrictions on searches also applies to the use of privacy-defeating equipment or enhancements such as thermals, x-ray, and so on.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Lonestar Service ==&lt;br /&gt;
The service department includes the jobs of Gardener, Cook, Bartender, Janitor and Actor. The service department is a largely independent (except for Janitor) necessity sponsored by Lonestar.&lt;br /&gt;
=== Janitor ===&lt;br /&gt;
Your job is very simple, however crucially needed - clean the colony. You are in the second highest income bracket of all colonist - you are expected to do your job.&lt;br /&gt;
*Gear up in your Janitor Preparation Room&lt;br /&gt;
*Move around the Colony and clean the tiles&lt;br /&gt;
*Make sure to put down a wet floor sign BEFORE cleaning the tiles. Try to keep at least one path open at all times for colonists to use without the fear of slipping. Make sure to point at it when someone slips.&lt;br /&gt;
*Do not clean crucial areas in use such as the way from the elevator to med bay IF a medical emergency is announced (for example). If you cause issues by doing this you will be charged with Negligence and may be demoted.&lt;br /&gt;
*For large messes use a cleaning grenade instead.&lt;br /&gt;
*Make an effort to ask for entry into departments to clean them.&lt;br /&gt;
*Carry a handgun on you at all times, you move around the most and are likely to spot roaches/spiders during your duty.&lt;br /&gt;
*When you have cleaned all areas, you are allowed to go into maintenance and clean up there. As long as you are not needed you may alternatively do whatever you want. If you plan to leave the colony try to be back within the next 30 minutes. If you leave for longer you may be demoted at the discretion of the CEO or other staff, if reported.&lt;br /&gt;
&lt;br /&gt;
=== Kitchen Staff ===&lt;br /&gt;
Your job is to provide various services to the crew. In case of foreign guests, diplomats or emissaries arriving you are also encouraged to cater to their needs and provide whatever services they require. Work together with the CEO and Lonestar Shipping in this regard.&lt;br /&gt;
*The Gardener, Cook and Bartender may all work in each others departments as long as no one else works there or they have permission to do so. The CEO may also work in these areas if required, but should try to delegate the work instead.&lt;br /&gt;
*For food you have to charge at least 50 credits and no more than 200 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred to the Lonestar Account.&lt;br /&gt;
*Water is free. For all other drinks you have to charge at least 50 credits and no more than 100 credits. This is up to your own discretion. It is recommended you take the time to write up a menu. All money made is to be collected and handed to the CEO or transferred ot the Lonestar Account. &lt;br /&gt;
* Use the following paperwork format for all recipes: [[Example_Paperwork#Lonestar_Service_Receipt]]&lt;br /&gt;
*You are encouraged to ask for tips.&lt;br /&gt;
*Act professional, always smile!&lt;br /&gt;
*Not collecting money or refusing to hand it over is considered theft of Lonestar property and the money may be seized from you. Legal charges and a demotion should apply as well. As a side note, bartenders, gardeners, and chefs collect a cut of 20% from purchases they collect from customers.&lt;br /&gt;
*Lonestar may provide you with additional resources from the Cargo Deparmtent, provided your job is done well. Otherwise you will have to pay with your own credits. This should be decided by the CEO.&lt;br /&gt;
&lt;br /&gt;
=== Artist ===&lt;br /&gt;
* You are a colonist with your own office essentially. Try to entertain people.&lt;br /&gt;
* Using your office to commit or hide crimes is a reason to for demotion.&lt;br /&gt;
&lt;br /&gt;
== Lonestar Shipping ==&lt;br /&gt;
Lonestar provides a collection of [[Example Paperwork#Cargo|Example Paperwork for Cargo]] that can be used during a shift. Keep several copies available at all times.&lt;br /&gt;
&lt;br /&gt;
It is recommended you use this at least this format for Orders from the Cargo Console: [[Example Paperwork#Lonestar Shipping Reciept v2]] and at least this format for selling your mined materials: [[Example Paperwork#Confirmation Form v2]] as receipts to justify your personal profits and keep an ordered paper trail.&lt;br /&gt;
&lt;br /&gt;
=== Ordering Cargo ===&lt;br /&gt;
Cargo orders are a matter of buying and selling. Cargo will always charge more for a crate than the listed price as a way to make a profit on it. Cargo can sell anything to anyone with the reasonable restriction of needing a paper trail of all orders, receipts, and requests. If someone purchases something that is then used for a crime cargo is not liable if the proper record keeping has been done.&lt;br /&gt;
&lt;br /&gt;
The following steps are needed for a proper order:&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If it has been declined, stamp the request form with the &amp;quot;Denied&amp;quot; stamp, and put it in the file cabinet next to the cargo computer. Inform the customer that their request has been declined, and the reason why. Give the denied customer a copy of the form below, and keep a copy for your own records and paperclip it to the request form that was denied.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
Cargo Request Denial Record&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
[center][b]Lonestar Shipping Solutions, LLC.&lt;br /&gt;
[logo]&lt;br /&gt;
[large][u]Cargo Request Denial[/u][/large][/b][/center][hr][small][i]To be filled out by cargo personnel handling the request. All sections are required to be filled out.[/small]&lt;br /&gt;
[small]A copy of this form should be archived upon denial of any request. The requesting employee whose request was denied is also to be given a copy of this form.[/i][/small]&lt;br /&gt;
[b]Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Faction of Requesting Employee:[/b] [field]&lt;br /&gt;
[b]Requested Cargo:[/b] [field]&lt;br /&gt;
[b]Reason for Request:[/b] [field]&lt;br /&gt;
[b]Reason for Denial:[/b] [field]&lt;br /&gt;
[hr][b]Cargo Employee&#039;s Signature:[/b]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
# If an order is accepted, skip this step. If the order is declined, this is the final step. Open the cargo computer and decline the order if it exists.&lt;br /&gt;
# The order has been accepted. Accept the agreed upon payment and open the cargo computer to accept the order, or place the order and accept it if the order does not exist.&lt;br /&gt;
# Do not immediately call the cargo shuttle. Confirm with the customer, &amp;quot;Will that be all?&amp;quot; If so, or if they just wander off without confirming this, you may now call the cargo shuttle.&lt;br /&gt;
# Wait for the cargo shuttle to arrive. Ask the customer how they would like the cargo delivered. There are three methods of delivery: Pickup, mail, or courier. By default, cargo is pickup. &#039;&#039;&#039;Dangerous cargo is &#039;&#039;pickup only&#039;&#039;.&#039;&#039;&#039; is to be returned to if the order cannot be picked up within 30 minutes of arrival.&lt;br /&gt;
# Upon arrival of the cargo, bring all cargo to the center of the cargo bay. You may be dealing with multiple orders from multiple people, so ensure you have sorted the cargo to its correct owner before delivering anything. Leave notes if necessary. &#039;&#039;&#039;Do not&#039;&#039;&#039; open any crates for any reason unless instructed to do so by the customer.&lt;br /&gt;
# Once the cargo is sorted, deliver the cargo using the specified method to the specified location. By default, it is to be sent to the customer&#039;s department. Pickup orders are to be kept in the cargo bay (not the lobby) until the customer arrives to pick it up. Mailed orders are to be wrapped and tagged in the mail room and sent through the pipe network to their destination. Courier delivered orders must have a cargo technician bring the order(s) directly to the destination.&lt;br /&gt;
# Upon delivery of any order, ensure you are given back the manifest of the order. All cargo technicians are responsible for stamping manifests and returning them to the cargo warehouse.&lt;br /&gt;
# If possible, collect the empty crates of any completed orders for return to the cargo warehouse. If you have any stamped manifests, put them in one of these crates.&lt;br /&gt;
# Return the shuttle to cargo warehouse.&lt;br /&gt;
# You&#039;re done! Relax and wait for the next cargo request.&lt;br /&gt;
&lt;br /&gt;
=== Mining ===&lt;br /&gt;
Mining is the section of Lonestar that goes down to the deep tunnels to harvest minerals either through the use of a hand drill or bulk mining drill. Miners are generally equipped with a weapon of their choice and go below ground to run their day to day operations. In addition miners are given an oxygen-supplied voidsuit should they ever become lost underground, the suit even comes with armor for dealing with any dangerous creatures found in the depths.&lt;br /&gt;
&lt;br /&gt;
Miners should always perform these tasks:&lt;br /&gt;
* &#039;&#039;Get equipped:&#039;&#039; Miners should at the minimum take a mining satchel, ore scanner, shovel or drill, armored voidsuit, a toolbelt (with at minimum a screwdriver, crowbar, duct tape, and wrench), a weapon, a shortwave hand radio, and basic medical supplies.&lt;br /&gt;
* &#039;&#039;Upgrade your tools:&#039;&#039; Miners should consider getting an tool upgrades for their shovel or drill. Miners who use the drill should consider getting an advanced motor, expanded fuel tank, and ergonomic grip. Shovel users should consider an ergonomic grip and whetstone for a sharpened edge and, if possible, a diamond edge.&lt;br /&gt;
* &#039;&#039;Bigger, better batteries:&#039;&#039; Miners should see about getting larger and more powerful batteries from either the Prospectors or Soteria if they plan to use the bulk mining drills. The standard batteries within leave much to be desired. Additional batteries are also very useful for optical meson scanners.&lt;br /&gt;
* &#039;&#039;Regular maintenance:&#039;&#039; Miners should always bring an ore crate with which they can empty the bulk mining drills to prevent them from grinding to a halt due to being full. Hand tool miners should always use duct tape regularly to maintain and fix their tools so they don&#039;t break mid-outing. Be advised, a broken tool cannot be recovered, nor its tool augments.&lt;br /&gt;
* &#039;&#039;Stay alive:&#039;&#039; You&#039;re no use to the colony or your fellow miners if you bleed out or pass out from injury. A regular medkit, a few tramadol pills, and a single syringe of Dylovene can keep you alive long enough to get back topside for proper treatment.&lt;br /&gt;
* &#039;&#039;Communication:&#039;&#039; Always keep in contact with your fellow miners in case you get in trouble and need help. A shortwave radio is a great back up if regular communications go down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miners should never bring their non-pistol weaponry into public colony areas and should leave all contraband weapons in the mining prep area or personnel lockers.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon returning, miners are expected to fill out a [[Example Paperwork#Lonestar Mining Report v2|mineral inventory form]] with an accurate count of all minerals collected. A copy of this form should be provided to the [[Chief Executive Officer]] and filed in the main cargo desk area for easy bookkeeping. This form must be filled out for every shipment of minerals taken up from the deep tunnels separately.&lt;br /&gt;
&lt;br /&gt;
=== Profit Distribution ===&lt;br /&gt;
Lonestar&#039;s goal is to make as many credits as possible, although a deal that continues after one transaction is considered more profitable than a one-time deal. Anyone working for Lonestar is generously supplied with a wage for their basic living needs. While promotions are not always possible, every Lonestar employee should have the option to make money providing Lonestar profits from it as well.&lt;br /&gt;
*Lonestar is entitled to at least 20% of the profits of any transaction. If someone is ordering something from Lonestar, you better negotiate a price that Lonestar makes a win off of.&lt;br /&gt;
*Every Lonestar-Cargo Employee is entitled up to 20% of the profits made, as long as the previous point is taken into account. (A Xanorath Syndicate Recreational Crate costs 1000 credits. Selling it for 1500 credits is a profit of 500 credits. 20% of 500 credits is 100, which goes to the cargo technician.)&lt;br /&gt;
*The above also applies to buying/selling things via the shuttle.&lt;br /&gt;
*Miners are entitled up to 20% of the profits from mining. While the shuttle has a fixed price, you may be able to make more selling to other departments. It is encouraged to sell to other departments as you may make more of a profit from them than you would from the supply shuttle.&lt;br /&gt;
*The CEO is allowed to work in all Lonestar Departments and take over any of the work, however is encouraged to outsource it to other Lonestar employees or the Prospectors if possible. Their primary job is to keep all operations running smoothly, but is definitely encouraged to do large trade-deals, maximizing profits.&lt;br /&gt;
*The CEO is entitled to the same amount of profits as the other respective jobs, however is expected to provide the maximum amount of profits for Lonestar instead. If the CEO shows their commitment towards Lonestar, they are allowed to fax Lonestar for a special CEO bonus, providing good circumstances.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship ==&lt;br /&gt;
The merge of Lonestar and the Prospectors is entirely based around the idea of profits. While some access is shared, there is no shared authority between the CEO and Foreman. They are encouraged to work together at all times to maximize profits for both lonestar and the individuals of the prospectors. Lonestar and Prospectors must respect each others areas and equipment at all times. Taking anything from the other department without permission is considered theft. Causing trouble for the other department may be used as a reason for demotion. A CEO can never command the Prospectors or demand anything of them. A Foreman can never command the Lonestar department or demand anything from them.&lt;br /&gt;
&lt;br /&gt;
The following are suggestions for a better working relationship:&lt;br /&gt;
* If miners are available, prospectors should never do any mining, however to avoid medical bills and injuries it is highly suggested to bring a prospector along to guard the miner. A prospector is entitled to 10% of the profits just as a miner. This money should be taken from the total made.&lt;br /&gt;
* If miners are lacking, other Lonestar-Cargo personnel should be utilized first if avaliable and volunteering for the job. Otherwise a prospector can be used for mining, however they are still only entitled to 10% of the profits.&lt;br /&gt;
* CEO and Foreman are encouraged to negotiate prices and how much share each expedition member gets beforehand&lt;br /&gt;
* Lacking a head of staff, both faction members are encouraged to temporarely step up as the leader of the faction, take control in these matters. For Lonestar, this only applies to Lonestar-Cargo.&lt;br /&gt;
* You are expected to deal with issues among yourselves before faxing Hogg or Ryan. Only fax them if its absolutely necessary.&lt;br /&gt;
&lt;br /&gt;
== Prospector SOP ==&lt;br /&gt;
===General===&lt;br /&gt;
Overboss Hogg has generously, with the help of Lonestar, sponsored your equipment and place to work to become a self-made man. You are supposed to make profits, while not dying. &lt;br /&gt;
* Prospector are encouraged to go in groups to a single destination.&lt;br /&gt;
* It is generally advisable to keep track of each others locations in case a colleague requires assistance.&lt;br /&gt;
* Salvagers should stock up on medical or engineering supplies, Prospectors should stock up on combat supplies.&lt;br /&gt;
* All loot should be divided as seen fit by the members of the group.&lt;br /&gt;
* Dying alone outside the colony means you have to pay a recovery fee of 800 credits to Blackshield and may result in your demotion as you are seen unfit for this job - you are supposed to make a profit. Dying is acceptable, dying alone and relying on the boys in black isn&#039;t.&lt;br /&gt;
* If you are in a group and a member needs to be brought back to the colony due to medical reasons, do so as soon as possible.&lt;br /&gt;
* Do not hoard. Sell it. The who or why doesn&#039;t matter, just net a profit.&lt;br /&gt;
* Comply with the law. Just because you found fancy guns and armor doesn&#039;t mean you can suddenly fight the Blackshield or Marshals, they can and will bring the proverbial hammer down on not just you but your entire department.&lt;br /&gt;
* Expect to be demoted if you lose a lot of money or get yourself put in hold until transfer.&lt;br /&gt;
&lt;br /&gt;
====Pre-Mission Setup====&lt;br /&gt;
* All weapon-trained crew should be offered the opportunity to arm themselves from prospector supplies or they may bring whatever weapon of choice they decide.&lt;br /&gt;
* Non-prospector participants, if given weapons, should be energy based only, such as lasers. (The reason for this is inexperienced personnel often have very poor weapon discipline, so friendly fire is an unfortunate but common occurrence. Laser burns are easier to treat than ballistic trauma while in the field.)&lt;br /&gt;
* For safety, the participants should be in sealed pressure suits unless the destination is already known, and confirmed to have a habitable atmosphere.&lt;br /&gt;
* The foreman calls the shots, he may or may not order someone to be his second in command, if he does you follow that persons orders as well as his.&lt;br /&gt;
* As each team member&#039;s loadout is complete, they should wait at prospector prep.&lt;br /&gt;
&lt;br /&gt;
====Mid-Mission Operations====&lt;br /&gt;
* If separated from the group, or in an airless environment, establish communication immediately with other members of the group. If you are unable to re-establish communications, wait where you are for rescue. If you are in danger of running out of oxygen or supplies, move back towards the start of the mission, following any markers that were laid down.&lt;br /&gt;
* If the group is scattered for whatever reason, communications and regrouping should be the number one priority.&lt;br /&gt;
* Anything valuable should be looted, if its nailed down remove said nails and then steal said nails for good measure. Unusual life forms should be noted, as should the best way to kill them. Bringing the body back may prove worthwhile for Soteria.&lt;br /&gt;
* If an expedition participant is injured and needs surgery, they should be evacuated to the colony immediately if field surgery is not possible. The expedition should not proceed unless their role is satisfied by someone else, or they return to continue.&lt;br /&gt;
&lt;br /&gt;
====Post-Mission Debriefing====&lt;br /&gt;
* The returning crew are not to leave the prep room or shuttle hangar until allowed to do so by the foreman, or if the foreman is absent, then by the team leader, or next in command. During this time, participants should be screened for contraband, health, and mental well-being before returning to the rest of the colony.&lt;br /&gt;
* If any staff are at risk of health complications such as parasitic life forms, viral infections, insanity, etc, they are to be immediately evacuated to the medical department for treatment. All loot they may or may not have should be left in the hanger or at the gate house.&lt;br /&gt;
* Excluding items that the research department wants to study, marshals are to confiscate any contraband discovered during the mission. This does not include weapons or armor, both experimental and mechanized combat units, unless they are capable of causing an explosion or are a threat to the colony itself such as having a heavy radioactive aura. [[Example_Paperwork#Evidence_Log|All items confiscated should be moved to evidence storage and recorded in a evidence log, with a copy of the file given to the foreman.]]&lt;br /&gt;
* All weapons taken for the trip that are not considered melee or pistol quality should be returned to the prospectors respective prep area or personal locker.&lt;br /&gt;
* Other excess supplies are to be returned to their rightful department.&lt;br /&gt;
* A [[Example_Paperwork#Mission_Report|post-mission report]] should be given to the council detailing any unusual discoveries or events. This report is only required under the discovery of unusual artifacts or items, general expeditions within regular perimeters do not require a report but it is recommended.&lt;br /&gt;
&lt;br /&gt;
== Leaving the Colony ==&lt;br /&gt;
*Every Colonist has the right (but not the access) to leave the colony. As a note, Blackshield has the right and power to deny a colonist leave of the colony if they have reason. Heads of staff are exempt from this unless explicitly said otherwise by either the Blackshield Commander or Warrant Officer.&lt;br /&gt;
*Breaking the Gatehouse or perimeter fence without very good reason is a crime of Infiltration and Sabotage. Other such illegal forms of entering the colony is a crime of infiltration and sabotage, and possibly more depending on circumstances.&lt;br /&gt;
*Blackshield may search you on your way out. Blackshield must search you on your way in.&lt;br /&gt;
*It is recommmended you comply with Blackshields recommendations before heading out (have some armor/weapon/supplies/suit sensors)&lt;br /&gt;
*It is recommended you do not leave alone.&lt;br /&gt;
*If Blackshield has to rescue you from any area outside the colony, Blackshield MUST charge you a recovery fee of 800 credits for every person recovered. Remember medical charges may apply as well.&lt;br /&gt;
&lt;br /&gt;
== Artificers Guild ==&lt;br /&gt;
&lt;br /&gt;
=== Setting up Power ===&lt;br /&gt;
The main duty of the Guild is to keep power running to all stations. A Guild Master may choose their preferred method of power generation and a Guild Adept needs to follow those orders. Lacking a Guild Master, a Guild Adept may choose their own way of generating power.&lt;br /&gt;
* Solars can be found on the mountain top and outside the colony near the scrap beacon. Usually the Scrap beacon solars are used and set up by the Church, however a Guild Adept may offer to assist or just do it in case they have a Cruciform installed. The mountain solars can be accessed by the elevator in the &amp;quot;engine room&amp;quot;&lt;br /&gt;
* The second method is using materials to power the generators in the engine room. This may require some more oversight, but usually generates more power than the Solars.&lt;br /&gt;
=== Construction / Repairs ===&lt;br /&gt;
The method of construction and repair changes depending on the goals and orders of the guild master, however, the general rules below should be considered the default operation.&lt;br /&gt;
&lt;br /&gt;
* The area should have all non-guild personnel removed or standing at a safe distance, in particular when working with exposed electrical wire or potentially hazardous equipment.&lt;br /&gt;
* In the event the area requires use of a oxygen supplied void suit all exits and entrances should be taped off with engineering tape and covered by inflatable doors or walls. All entry ways used by guild personnel should have two inflatable doors to prevent accidental atmospheric issues, in particular when dealing with fires or gas leaks.&lt;br /&gt;
* Each task for construction or repair should be assigned by the guild master to separate each task for timely completion of each project. Example, a fire broke out that burned down several walls, one adept is assigned to fixing the atmos, another is given the task of restoring the walls, and the guild master chooses to weld the damaged floors and remaining walls.&lt;br /&gt;
&lt;br /&gt;
The method and choices of how the guild proceeds is ultimately up to the guild master but the general principles above should be followed. Failure to do so may result in negligence charges.&lt;br /&gt;
&lt;br /&gt;
=== Fire and Environmental Hazards ===&lt;br /&gt;
* Immediate evacuation of all untrained personnel.&lt;br /&gt;
* Fire alarms to be used to control hazard.&lt;br /&gt;
* The guild master and guild adepts are to remove all materials that could further spread or worsen these hazards before dispatching them.&lt;br /&gt;
&lt;br /&gt;
=== Meteor Storm ===&lt;br /&gt;
* All crew to move to lower levels of the colony.&lt;br /&gt;
* Damage is to be repaired by the guild master and guild adepts after the threat has passed.&lt;br /&gt;
&lt;br /&gt;
== Soteria Biolab Division ==&lt;br /&gt;
=== Medical Oath ===&lt;br /&gt;
The Medical Oath sworn by recognized medical doctors in the employ of the Soteria. Members of the biolab division are required to treat all willing patients.&lt;br /&gt;
&lt;br /&gt;
#Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering. &lt;br /&gt;
#I recognize that the practice of medicine is a privilege with which comes considerable responsibility and I will not abuse my position. &lt;br /&gt;
#I will practice medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients. &lt;br /&gt;
#I shall never intentionally do or administer anything to the overall harm of my patients. &lt;br /&gt;
#I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality. &lt;br /&gt;
#I will recognize the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others. &lt;br /&gt;
#I will seek to promote the advancement of medical knowledge through teaching and research. &lt;br /&gt;
#I make this declaration solemnly, freely, and upon my honor.&lt;br /&gt;
&lt;br /&gt;
===Payment for Treatment===&lt;br /&gt;
Medical does not have unlimited medical supplies and while they are required to treat critical patients there is a limit to the amount resources being given to one person freely. All critical forms of healing such as defibbing, surgery, and use of chemicals &#039;&#039;&#039;are free the first time they are given to a single colonist per shift&#039;&#039;&#039;. If the treatment is not critical, the colonist may decide to pay instead of receiving free treatment. All situations after that a doctor may charge a patient for treatment should they find themselves getting repeatedly injured. This charge is solely up to the CBO or treating doctors discretion, they may elect not to charge an individual should they believe the person did not put themselves recklessly in danger (accidents do happen), should a patient be unable to pay their medical bills, contact security. Soteria-Science division is subject to this rule as well if no doctors are around.&lt;br /&gt;
&lt;br /&gt;
Corpsman or other medically trained professionals not affiliated with Soteria should utilize their own departmental or personal supplies first, before using Soteria Supplies. If no doctors are present, the supplies may be utilized but should be replaced as soon as possible, this includes using your own personal funds. Otherwise, this constitutes as theft and you may be forced to pay for the replacement.&lt;br /&gt;
&lt;br /&gt;
Prices for Treatment&lt;br /&gt;
* Reconstructive surgery and defibbing: 500 credits&lt;br /&gt;
* Use of bruise packs, advanced ointment, burn cream, and bandages: 75 credits. This can add up if charges are used or the supplies are entirely used up.&lt;br /&gt;
* Use of chemicals made by the chemistry lab: At minimum of 2 credits or maximum 10 credits per unit at discretion of medical staff. &lt;br /&gt;
* Use of a sleeper: 150 credits&lt;br /&gt;
&lt;br /&gt;
In the event someone cannot pay prior to treatment, you may refuse treatment, but &#039;&#039;only&#039;&#039; if this is the second time treating them that shift and the doctor in question wishes to charge them. If the person is incapable of declaring intention to pay (they are dead or unconscious) payment is assumed and a debt incurred. Inability to pay the bill after revival by either refusal or lack of funds requires intervention from security (defaulting on medical bills is a crime).&lt;br /&gt;
&lt;br /&gt;
=== Non-Disclosure Policy ===&lt;br /&gt;
All patient records, treatments, therapies, prescriptions, etc, almost anything the medical crew does, is &#039;&#039;&#039;not&#039;&#039;&#039; to be disclosed to other members of the station outside of Medbay without the (unanimous) permission of (all) the patient(s) directly involved, or the Chief Biolab Overseer. Even marshals, the premier, and council are not allowed to share details of any past or ongoing treatments, and you are not required to inform them should they inquire unless you have the direct consent of the patient.&lt;br /&gt;
&lt;br /&gt;
Warrants and Code Blue (and above) may still grant security access to review autopsies and medical records, but you are not to divulge information directly when questioned about any patients unless overridden by the CBO.&lt;br /&gt;
&lt;br /&gt;
Repeated failure to obey the non-disclosure policy is grounds for termination from the medical department. See [[Example_Paperwork#Dismissal_Order|dismissal forms]].&lt;br /&gt;
&lt;br /&gt;
=== Right to Refuse Treatment ===&lt;br /&gt;
As a patient, to consent to or refuse treatment, you must have the capacity to make that decision. Capacity means the ability to use and understand information to make a decision.&lt;br /&gt;
&lt;br /&gt;
Under colony procedure, all adults are presumed to have sufficient capacity to decide on their own medical treatment, unless there is significant evidence to suggest otherwise.&lt;br /&gt;
&lt;br /&gt;
For consent to treatment or refusal of treatment to be valid, the decision must be voluntary and you must be appropriately informed:&lt;br /&gt;
* Voluntary: you must make your decision to consent to or refuse treatment alone, and your decision must not be due to pressure by healthcare professionals, friends, or family.&lt;br /&gt;
* Appropriately informed: You must be given full information about what the treatment involves, including the benefits and risks, whether there are reasonable alternative treatments, and what will happen if treatment doesn’t go ahead.&lt;br /&gt;
&lt;br /&gt;
Doctors are authorized to refuse treatment if they believe alternative procedures would be even more detrimental to the well being of the patient (such as refusing anesthetics before a major surgery, which could cause the patient bleed out or go into shock or be harmed by moving during aforementioned surgery). If you have capacity and make a voluntary and appropriately informed decision to refuse a treatment, your decision must be respected. This applies even if your decision would result in your death.&lt;br /&gt;
&lt;br /&gt;
=== Viral Outbreak ===&lt;br /&gt;
* All infected crew to be isolated in Virology or Medbay.&lt;br /&gt;
* Sterile masks/Internals and gloves are mandatory for medical personnel and recommended for crew.&lt;br /&gt;
* Quarantine must be maintained until outbreak can be contained and disease can be treated.&lt;br /&gt;
&lt;br /&gt;
=== Autopsy ===&lt;br /&gt;
In the event that a deceased individual is discovered, or an individual perishes while under your care, an autopsy should be performed if one has not been done already.&lt;br /&gt;
* Security should be informed any time a corpse is discovered, regardless of whether the cause of death is known or not.&lt;br /&gt;
* An autopsy should be performed and recorded in an effort to resolve any questions that may arise later on, or if evidence is needed by Security.&lt;br /&gt;
* If you have valid reason to believe the death was a suicide, see [[Standard_Operating_Procedure#Suicide_or_other_voluntary_death|Suicide or other voluntary death]] below for how to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Suicide or other voluntary death ===&lt;br /&gt;
In &#039;&#039;&#039;all&#039;&#039;&#039; cases of potential suicides, Security should be contacted to investigate, just in case it&#039;s actually murder.&lt;br /&gt;
&lt;br /&gt;
* If they are missing one of the two records, consult their medical records for any indications that they are do not resuscitate.&lt;br /&gt;
* If at any time you believe a DNR order has been falsified, or unjustly ordered, you should bring it to the attention of council immediately. Falsifying a DNR order is punishable and is viewed as attempted murder by [[Laws]].&lt;br /&gt;
* A valid DNR is usually:&lt;br /&gt;
# A confirmed desire to not be revived. See also [[Standard_Operating_Procedure#Right to Refuse Treatment|Right to Refuse Treatment]]. An employee may also specify a standing DNR in their medical and/or employment records. These are witnessed by the soteria biolab office&#039;s and are legally binding.&lt;br /&gt;
# Reasonable order from a station&#039;s chief biolab overseer or council to withhold resuscitation for known suicidal&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; individuals. Note there must be hard evidence of a suicide for this to be valid, such as announcing the suicide on the radio, or a note left behind, multiple eye witnesses, etc.&lt;br /&gt;
# Legal execution by order of the high council and/or tribunal of the acting council as listed under legal code.&lt;br /&gt;
# Reviving a proven or unproven suicide (in the case of unproven, suspected suicides should have an autopsy and full investigation before revival), patient with a DNR, or a person marked for execution is grounds for a 1 month of suspension from medical duties, this includes ranks such as corpsman, salvager, or soteria researchers aiding medical. Reviving someone to ask them if they committed suicide is an automatic and permanent removal from all medical positions indefinitely.&lt;br /&gt;
&lt;br /&gt;
===Medical Structure===&lt;br /&gt;
The Chief Biological Overseer is the boss of the department. After that, each respective job has its own authority in different matters but doctors and psychiatrists do not have authority over orderlies or paramedics, and vice versa. They are expected to work together and handle their duties to the best of their capabilities. &lt;br /&gt;
&lt;br /&gt;
===Medical Paperwork===&lt;br /&gt;
* [[Example_Paperwork#Prescription_Form|Prescription Forms]]&lt;br /&gt;
* [[Example_Paperwork#Autopsy_Report|Autopsy Reports]]&lt;br /&gt;
&lt;br /&gt;
== Soteria Research Division ==&lt;br /&gt;
=== Cyborg Handling ===&lt;br /&gt;
* In cases were [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], detonation of the cyborg shell may be used if containing, and locking down the cyborg unit are unsuccessful or deemed too dangerous by acting Soteria Institute Overseers.&lt;br /&gt;
* Cyborgs that are illegally modified should be remotely locked down. If unable to locked down, overloading its sensors with a flash or controlled EMP to remove the Cyborg&#039;s actuator and or cell should be done before detonation takes place. &lt;br /&gt;
* In cases where destruction of the Cyborg is necessary, the acting CRO must fax a report to the High Council.&lt;br /&gt;
* Unwarranted or illegal destruction of a Cyborg or AI count as [[Laws#Exceptional_Offenses|Sabotage]]&lt;br /&gt;
* Cyborgs are Soteria Institue property, and are expected to be maintained and upgraded by the institute where applicable.&lt;br /&gt;
&lt;br /&gt;
=== Waiver Clause ===&lt;br /&gt;
* Any sapient crew members who volunteer for experimentation &#039;&#039;&#039;must&#039;&#039;&#039; [[Example_Paperwork#R.26D_Testing_Waiver|sign a waiver]] absolving the scientist of all responsibility for any injuries, deaths, or associated damage to the individual, regardless of the purpose of that experiment. Failure to obtain a waiver will result in a &#039;negligence&#039; charge for the test subject and for any involved Soteria personnel.&lt;br /&gt;
&lt;br /&gt;
=== Toxin Laboratory Procedure ===&lt;br /&gt;
* Internals required at all time while inside labs.&lt;br /&gt;
* During mixing process, explosive ordnance disposal suit to be worn at all times.&lt;br /&gt;
* When mixing process is complete, mixing chamber is to be vented using the pipe disposal system.&lt;br /&gt;
* All detonations are to be announced over public comms with a countdown, and must be detonated at a designated location.&lt;br /&gt;
&lt;br /&gt;
=== Genetics Research ===&lt;br /&gt;
* All crew with genetically modified DNA should be confined to the research division at all times.&lt;br /&gt;
* All crew subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the chief research overseen, chief biolab overseer, or premier (in order of importance).&lt;br /&gt;
* The only time genetically modified DNA is premitted outside the research division is with the express consent of the High Council.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Medical Treatment ===&lt;br /&gt;
* If there are no doctors or corpsman avaliable the Science Division may help out in the treatment center.&lt;br /&gt;
* Roboticists, who are expected to be trained in surgery, are preferred over Scientists&lt;br /&gt;
* All Medical SOP applies to the Science Division&lt;br /&gt;
&lt;br /&gt;
== Marshals ==&lt;br /&gt;
=== Permits ===&lt;br /&gt;
Any permit legally distributed by the warrant officer, the council, or (in the case of multi-shift permits) high council, some aspects of standard operating procedure may be overridden--within reason. The warrant officer&#039;s signature is also required for all permits. Likewise, if the warrant officer is not available, the blackshield commander may substitute for this signature. A permit may be signed by the premier and blackshield commander in absence of a warrant officer and is considered valid. Both the warrant officer and blackshield commander (or equivalent) must stamp the document with their appropriate department head of staffs stamps for the document to be valid. Only a member of high council can bypass this process with both a valid signature and a signature from the member on the permit form. The terms of the permit will be explicitly explained on the document. A permit is null and void if the member in question commits a crime of any kind. A warrant officer, blackshield commander, or premier may revoke a permit at any time for any reason, in which it becomes immediately null and void.&lt;br /&gt;
&lt;br /&gt;
=== Relevant Terminology ===&lt;br /&gt;
* &#039;&#039;&#039;The Brig&#039;&#039;&#039;: The part of the station used to detain those who violate [[Corporate Regulations]].&lt;br /&gt;
* &#039;&#039;&#039;Robust&#039;&#039;&#039;: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.&lt;br /&gt;
* &#039;&#039;&#039;Shitcurity&#039;&#039;&#039;: Slang for describing a marshal officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a marshal officer who simply doesn&#039;t follow standard operating procedure.&lt;br /&gt;
* &#039;&#039;&#039;Lethals&#039;&#039;&#039;: Weapons designed for or able to switch to configurations intended for lethal force.&lt;br /&gt;
* &#039;&#039;&#039;Non-lethals&#039;&#039;&#039;: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.&lt;br /&gt;
* &#039;&#039;&#039;Use of Force&#039;&#039;&#039;: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Stun&#039;&#039;&#039;: Using non-lethals, incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is &#039;&#039;shoot&#039;&#039;-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Disable&#039;&#039;&#039;: Incapacitate a target by injuring them too badly to continue fighting. In the case of mechs, damaging the mech until the pilot bails out or the vehicle is unusable/destroyed.&lt;br /&gt;
* &#039;&#039;&#039;Shoot-to-Kill&#039;&#039;&#039;: Using lethal weapons, engaging a target until the target is neutralized. This doesn&#039;t actually mean you &#039;&#039;have&#039;&#039; to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.&lt;br /&gt;
* &#039;&#039;&#039;Armed&#039;&#039;&#039;: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.&lt;br /&gt;
* &#039;&#039;&#039;Contraband&#039;&#039;&#039;: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.&lt;br /&gt;
&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
* On code green all arrests require a signed warrant from the premier, warrant officer, supply specialist, or ranger to be considered valid. In the absence of all the stated jobs a marshal officer may use his own signature and fax the high council should he do so. An arrest warrant should be signed and filled out before the arrest is made but is not required to. It is, however, required to be filled out and either signed or stamped by the time the arrested suspect leaves the brig. It is recommended that should an officer wait to fill out an arrest warrant they should fill it out after the suspect is either let go due to not being charged or sitting in a cell serving their time. Failure to keep proper paperwork can result in the officer being fined, charged, or potentially fired.&lt;br /&gt;
** Note that this only applies to arrest warrants. Search warrants are required to be written, signed or stamped, before the search is conducted. Failure to do so will result in all charges being dropped.&lt;br /&gt;
* During an investigation, two or more witnesses are preferred, but in situations where only one is present an investigator may rule that the sole witness is an impartial one. Under this scenario, if the investigator believes a sole witness/arresting officer has no bias and is completely impartial, they may treat their sole testimony as valid evidence. The investigator/arresting officer may do this with their own witness testimony as well, if they observe a crime being committed. Under all circumstances, the person being arrested may request the impartial witness be reviewed, either by the investigators superiors (in the event of officers to rangers to warrant officers) or someone meant to be impartial like a head of staff, premier, or steward.&lt;br /&gt;
* When confronting a suspect for any green paragraph crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by [[Laws]]. The fine is to be turned in to the warrant officer or supply specialist. If the fine is refused, they are to be arrested.&lt;br /&gt;
* Calling for backup over a level 1 crime is usually considered a waste of resources. Two officers should be enough.&lt;br /&gt;
* When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to have their case reviewed by the premier, or lack there of, any member of the council willing to do so by volunteer. If there is no one capable of reviewing their case, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See [[Standard Operating Procedure#Appeals|Appeals]] for details.)&lt;br /&gt;
* Refusal of handcuffs does not constitute resisting arrest, as per [[Laws]] &amp;amp;sect;202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by, preferably, no less than two armed security personnel to the brig. Attempting to cuff a compliant subject is considered a §117 volition of employee rights, the subject may resist the initial cuffing but should not flee else they will be charged with §202 resisting arrest. Any security personnel who use violence as a means to restrain and cuff an otherwise compliant colonist for resisting the initial cuffing is to be charged with §112 excessive force of detainment.&lt;br /&gt;
** If you cannot handcuff someone that requires cuffs, such as they are using a deployed hardsuit or have a missing hand, you must warn them at least three times to comply with the arrest. If they continue to refuse after the third warning is given marshal personnel and only marshal personnel may break their legs. &#039;&#039;&#039;In the event the suspect dies from this the officer is not liable and cannot be charged with any crime provided he gave three verbal warnings and has at least one witness to attest to this. As always, marshal officers should use the absolute minimum amount of force to get the subject to comply and should a higher ranking officer deem excessive force was used, you can and will be charged.&#039;&#039;&#039;&lt;br /&gt;
** If, in the event you are dealing with an unruly subject who is immune to most forms of non-lethal stuns (such as a cht&#039;mant) the use of eye-based stuns are recommended. If the cht&#039;mant (or other individual) refuses to comply and is wearing eye covering the use of other disabling methods are allowed (such as flashbangs or table slams). In the event said individual is refusing to comply and armed, shoot to kill is authorized, but caution must be taken to ensure they may be cuffed and revived in medical. Rendering the body unrevivable is considered murder.&lt;br /&gt;
* A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.&lt;br /&gt;
* When confronting an armed suspect, always call for additional backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.&lt;br /&gt;
* If a suspect uses a mech to resist arrest, shoot-to-kill is authorized. Deployment of barricades and use of flipped tables for cover is also advised to create choke points where security can fire upon the target.&lt;br /&gt;
* If a suspect is green, screaming, and able to punch down walls, they&#039;re probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CBO did not directly inform Security in advance, a &#039;hulk&#039; outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.&lt;br /&gt;
* If a suspect escapes the colony, shoot-to-kill is authorized for any personnel within the marshals or blackshield who go out to pursue. Scoped rifles and GPS devices are recommended for the pursuit, as are mechs. Additionally, the blackshield should be informed so they may watch station access points and various outposts to guard them. The marshals may request fire support from the blackshield to aid in hunting down and killing the suspect.&lt;br /&gt;
* During Code Delta, any noncompliance from staff is to be met with lethal force.&lt;br /&gt;
* For secure areas, see below for specific rules of engagement.&lt;br /&gt;
&lt;br /&gt;
=== Secure areas ===&lt;br /&gt;
* In code green, secure areas like the AI core, research server room, telecommunications, bridge, all armories (security, bridge, and church) etc, should never be blocked. Use of deployable barriers to block areas during code green is considered illegal under [[Laws]] &amp;amp;sect;217. Trespassing in these areas is covered under &amp;amp;sect;207.&lt;br /&gt;
* All armories are considered secure areas and have their own section SOP.&lt;br /&gt;
* The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the research overseer or premier to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.&lt;br /&gt;
* The research server room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.&lt;br /&gt;
* The brig is considered a high security area. Unauthorized personnel attempting to break in, or any &amp;quot;Hold until Transfer&amp;quot; inmates attempting to break out, are both shoot to kill.&lt;br /&gt;
* The telecomms is a highly sensitive area that provides vital communications among the crew and to the high council, thus any unauthorized personnel who have accessed the control room are shoot-to-kill.&lt;br /&gt;
&lt;br /&gt;
=== Criminal Processing ===&lt;br /&gt;
See [[Laws]] for rules that carry fines or brig time. Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see [[Laws]] &amp;amp;sect;206.&lt;br /&gt;
&lt;br /&gt;
Criminal processing should not take more than a few minutes at most. Don&#039;t needlessly waste time with additional questioning and interrogation until they&#039;re already properly arrested. Detained prisoners are the responsibility of the arresting officer or, if one volunteers, another officer, the supply specialist, or the warrant officer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The time you took for bringing the suspect in and the time you spend questioning are NOT to be calculated into this. This is the pure time someone spends in a cell staring at the wall.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon arrest of a criminal, follow the following steps.&lt;br /&gt;
&lt;br /&gt;
# State the main reason for their arrest, even if you have already. This is not required, but it&#039;s good practice.&lt;br /&gt;
# Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.&lt;br /&gt;
# Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See [[Laws]] for details. Anything else &#039;&#039;not&#039;&#039; considered contraband but still may compromise the security of the cell (such as a chef&#039;s kitchen knife, or an engineer&#039;s tools) should also be temporarily confiscated and returned after the sentence is served.&lt;br /&gt;
#  The warrant officer, or if one is not present, a ranger should determine the validity of any charges based upon evidence gathered or witnesses present. Example, a marshal officer says he saw a prospector break a window and the prospector says it was broken when he found it. The window is indeed broken, but the one witness is not enough and the prospector may be telling the truth. Best judgement is advised.&lt;br /&gt;
# Calculate sentencing based on the total charges. &#039;&#039;&#039;Multiple instances of the same offense counts in this case.&#039;&#039;&#039; For example, if a suspect stole three items, you cannot charge them theft three times. If they have already been arrested for the same crime during that shift, follow [[Laws#Modifiers_.26_Special_Situations|the laws on special circumstances]].&lt;br /&gt;
# Update the prisoner&#039;s security records accordingly. Set their status to &amp;quot;Imprisoned&amp;quot;.&lt;br /&gt;
# Return the prisoner&#039;s PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).&lt;br /&gt;
# Follow security privacy laws, and inform those that need to be informed, depending on the severity of the crime. You have no authority to demote anyone.&lt;br /&gt;
# Escort the prisoner to their cell, preferably with another officer to aid you. Bring any of their belongings that you did not confiscate.&lt;br /&gt;
# Find a vacant cell and buckle the prisoner to the bed. If the sentence is longer than 10 minutes, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.&lt;br /&gt;
# Put all of their belongings (besides communication) that are not evidence for a crime into the cell&#039;s locker, which will lock automatically when you start the timer.&lt;br /&gt;
# Set and start the timer. The door will close and the locker will be locked.&lt;br /&gt;
# Enter the cell with a flash at the ready and remove the prisoner&#039;s handcuffs. If possible, have a second officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.&lt;br /&gt;
# Ensure someone is monitoring the prison area for the duration of the prisoner&#039;s sentence, or at least be there when it ends.&lt;br /&gt;
# Wait for the sentence to expire. Proceed to final step once it has expired.&lt;br /&gt;
# Return all temporarily confiscated goods.&lt;br /&gt;
# Allow the prisoner to leave Security. Set the prisoner&#039;s status to &amp;quot;released&amp;quot; or &amp;quot;patrolled&amp;quot; depending on their conviction or there lack-of.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Expectations ===&lt;br /&gt;
As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.&lt;br /&gt;
* If you are incarcerated, do not attempt escape.&lt;br /&gt;
* Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.&lt;br /&gt;
* Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))&lt;br /&gt;
* If you feel you have been unjustly incarcerated, contact the warden, the warrant officer, premier, or a willing council member (in that order of first to last) to appeal your case.&lt;br /&gt;
&lt;br /&gt;
=== Prisoner Rights ===&lt;br /&gt;
As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.&lt;br /&gt;
* All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/2 of their sentence is considered a violation of this right so long as the prisoner is cooperating.&lt;br /&gt;
* All prisoners are entitled to medical examination and aid if requested.&lt;br /&gt;
* All prisoners are entitled to speak to the premier or volunteer council member for legal defense if requested.&lt;br /&gt;
* All prisoners are entitled to food and water if requested.&lt;br /&gt;
* All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.&lt;br /&gt;
* All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig&#039;s communal area if serving a sentence longer than 20 minutes.&lt;br /&gt;
&lt;br /&gt;
=== Executions ===&lt;br /&gt;
* The prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, plasma gassing, or, in rare cases, melee fights to the death.&lt;br /&gt;
* The prisoner is to be granted a final request (within reason, because obviously &amp;quot;let me go&amp;quot; or &amp;quot;kill this dude for me&amp;quot; isn&#039;t reasonable).&lt;br /&gt;
* The prisoner is given their last meal.&lt;br /&gt;
* The prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of a doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.&lt;br /&gt;
* It is required for the premier and at least three council members to be present, or an execution may not proceed.&lt;br /&gt;
&lt;br /&gt;
= Armory =&lt;br /&gt;
There are four armories on the colony. The first is the general armory, owned by the Marshals, north of the Security Lobby. The second is the Church&#039;s Armory found in the Prime&#039;s private department. The third is the command armory, behind the private rooms of the Steward and Premier. The fourth is the Blackshield armory to the west of the Blackshield&#039;s triage room. Unless you have access, are invited, or otherwise specified, anyone in the armory is Shoot-to-Kill excluding the Premier/Steward who may have a reason to break SOP. If this is found to be untrue, proceed with an arrest and legal ramifications.&lt;br /&gt;
* The Church Armory is only accessible by the Prime. This is only to be accessed during serious threats to the colony or church and can only be handed out to members of the church. Not following this SOP for good reason is grounds for demotion and church-related consequences.&lt;br /&gt;
* The Command Armory is only accessible by the Premier and Steward. Stewards should arm up with their preferred guns at this location, premiers may do so. Weapons should generally not be handed out, unless the other armories are not avaliable or guns are missing. Guns from this armory should be handed out primarily to other heads of staff first.&lt;br /&gt;
&lt;br /&gt;
=== Security Armory ===&lt;br /&gt;
This armory is divided into two sections - the public shop area and the storage area. Everything behind the secured windows is considered storage area. Unless asked to leave or banned from the armory shop, the public shop area is publicly accessible to anyone providing the blast doors are open. Any colonist may buy, sell or trade with the appropriate authorities here.&lt;br /&gt;
*In regards to the storage area of the armory, the Supply Specialist is the controller of the armory. They are a Marshal. When it comes to the armory, their word is law. They are responsible for handing out weapons, keeping everything stocked and inventoried, and running the shop. While the Warrant Officer, Commander and Sergeant have access, the Supply Specialist is to be respected. If they tell you to leave, you leave. Failure to comply leaves you open to legal ramifications.&lt;br /&gt;
*In case of a weapon request from Blackshield/Marshals, the Supply Specialist must always utilize paperwork that determines what was removed from the Armory. The weapon that gets replaced should also be noted on the paperwork and handed in with all ammo.&lt;br /&gt;
*In case of selling items from the armory, the Supply Specialist should keep a receipt on what item(s) were sold and how many credits were made.&lt;br /&gt;
*If no Supply Specialist is present or avaliable, the rank order of ownership is as follows: Warrant Officer&amp;gt;Commander&amp;gt;Sergeant. The two previous points still apply.&lt;br /&gt;
*Commanders and Sergeants should not loot the armory and freely hand out equipment to all blackshield members just because they can. Proper paperwork should still be followed at all times. The amount of resources avaliable including print amount on disks should be kept in mind at all times.&lt;br /&gt;
*Under normal circumstances no equipment should be handed out for free to none-security department staff.&lt;br /&gt;
*In a Code-Red scenario, the armory should be fully utilized and weapons should be handed out to Security-Staff first, Volunteers of Blackshield second and colonists last. These should be returned when the crisis is over or else the individual may face legal consequences.&lt;br /&gt;
*Abusing your access, authority or carelessly using the resources is a reason for demotion if reported to the High Council.&lt;br /&gt;
*The Department Account is trusted to the Supply Specialist to use, as well as the Blackshield Commander and Warrant Officer. All three of the personnel in these positions are trusted to use the finances responsibly to upgrade or equip the department as required. This may include purchasing weapons, allowing loans for equipment, and so on for members of the Marshal and Blackshield department.&lt;br /&gt;
&lt;br /&gt;
= Blackshield =&lt;br /&gt;
=== General Duties ===&lt;br /&gt;
The duties of the Blackshield are first and foremost the protection of the colony and its citizens above all else. The Blackshield is on standby in the event of, but not limited to, pirate attacks, hostile dangerous fauna sightings, disappearance of the prospector team members or colonists, disappearance of mining team members, or the presence of hostiles groups such as excelsior, smugglers, or a hivemind.&lt;br /&gt;
&lt;br /&gt;
The blackshield is required to guard the surface level of the colonies main gate at all times and should inspect all incoming and out going traffic. All exiting people should be recorded in a gate log with the time, name, and rank of the person noted down. A photograph is optional but not required. All returning colonists should be noted down in the same log in a new entry before being allowed to declare any contraband items they may have found outside the colony walls. After all contraband is declared and forfeited that are to be searched for any remaining contraband. Finding anything the searched person didn&#039;t announce is considered valid grounds to charge them with a §113 or §212 depending on the severity of the item in question.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Gate_Log|Gate log forms can be found here. All people entering and exiting should be logged on a new line each time.]]&lt;br /&gt;
* The Form should show the name of the individual or group members leaving, their intended designation and a rough estimate of their return time.&lt;br /&gt;
* If a colonist lacks equipment such as armor, weapons or refuses to put on suit sensors, this should also be noted.&lt;br /&gt;
&lt;br /&gt;
All Blackshield members should adhere to these procedures.&lt;br /&gt;
* All Blackshield staff must be armed with a minimum one rifle type weapon, one pistol type weapon, and one deadly melee weapon. Blackshield members are required to have at least two magazines worth of lethal quality ammunition for any weapons they carry and may choose to carry non-lethal.&lt;br /&gt;
* All Blackshield staff may request a different weapon from the armory. They have to respect the authority of the Supply Specialist if one is available. If not, the Warrant Officer is the highest authority of the Armory followed by the Commander and then Sergeant. An armory request form has to be filled out and if a Commander or Sergeant is available, approved by them first via signature or stamp. A request may be refused at anytime for any reason.&lt;br /&gt;
* All Blackshield staff are required to carry, either on their person or within their bag, one suit of body armor and one helmet.&lt;br /&gt;
* Blackshield staff under no circumstance during code green should loan their equipment, munitions, or weapons out to any colonist, including the marshals unless during a code blue or higher scenario.&lt;br /&gt;
* Blackshield staff are authorized and encouraged to act as members of security if no marshals are present on site. If marshals are present however, they should provide support only when asked. They may make arrests, investigate crimes, or detain criminals even during code green as required. When Blackshield staff members act as a member of the marshals, all orders, even from a standard officer, must be obeyed and take priority even over the Blackshield commander.&lt;br /&gt;
&lt;br /&gt;
===General Guidelines===&lt;br /&gt;
* Calling non-Blackshield ‘Civilian’ or ‘Citizen’ is derisive and is to be avoided. Blackshield is a militia, and in no way is above another colonist outside of their assigned role, &#039;&#039;&#039;this is not a military&#039;&#039;&#039;.&lt;br /&gt;
* You are serving in the Blackshield to serve the colony. In most circumstances, this goes hand in hand with your own goals, however there is nothing stopping you from playing like any other colonist.&lt;br /&gt;
* Remaining calm in challenging circumstances will reinforce a professional appearance, however there is room for leeway in regards to how you handle these situations. So long as a situation is handled with minimal casualties, the situation is handled.&lt;br /&gt;
* The past of members of Blackshield is irrelevant. Whether criminal, prior military, pirate, machine, or ghost, all members of the militia are given equal opportunity for advancement and acceptance so long as they prove competent during training, and during their assigned daily tasks. Volunteers additionally are given equal opportunity to be accepted.&lt;br /&gt;
* Orders from the Commander and Sergeant, in that order, are to be followed where possible, unless doing so breaks the law. If either the Commander or the sergeant gives you an order you cannot follow without breaking the law, telling them clearly that you can not follow that order is better than making a scene.&lt;br /&gt;
* The Premier and the Steward hold no authority over any department, and as such their orders hold no weight. However, if they give you a suggestion that is in good faith and advisory, it may be wise to listen to them. However, they may be requested to vacate any area within the Blackshield sector, or the Gatehouse, at the attending Marshal&#039;s or Blackshield&#039;s preference. They may also, at the behest of a Corpsman, Sergeant, or Commander, be asked to remain off the Blackshield Channel.&lt;br /&gt;
* Other command staff may be designated as someone acceptable to take orders from below the Sergeant within specific circumstances. For example, the Chief Research Overseer may be designated as a temporary superior if providing security at a dig site. &lt;br /&gt;
* Members of the Blackshield may use and customize their firearms or weaponry as they desire, using whatever energy, projectile, and melee weapon they desire. In the case of better or more fitting non-standard equipment existing within the armory, Blackshield personnel may request better armaments from the Supply Specialist and/or Blackshield Commander within reason. (Such as exchanging out standard-issue 7.5 boltgun for a .257 Kalash, .35 Bullpup, or any other weapon that is considered carbine-sized or above).&lt;br /&gt;
* Blackshield equipment cannot be sold without facing legal ramifications. If you want new equipment, either through purchase or requisition, return your prior equipment to your locker, or to the Armory if requesting equipment from there.&lt;br /&gt;
* &#039;&#039;&#039;Important:&#039;&#039;&#039; Blackshield are not allowed to mine within the Gulag, as it is a location for convicted prisoners or debt defaulters to work. This &#039;&#039;&#039;cannot&#039;&#039;&#039; be overruled by the Blackshield Commander under any circumstances.&lt;br /&gt;
&lt;br /&gt;
===Gate Operations===&lt;br /&gt;
Due to close contact with Prospectors and other personnel, as well as being the main entrance to the colony, the Gate and the Fence are important to protect, patrol, and operate around. The gate is also the one place where the Blackshield retains full law enforcement authority. By default there must always be at least one trooper, corpsman, or the sergeant at the gate. &lt;br /&gt;
The gate is to remain bolted on both sides at all times when troopers are present. When people arrive, unlock the side they are on and allow them to come through, then bolt the door again to allow them to be searched without fear of their running away.&lt;br /&gt;
&lt;br /&gt;
All command staff, &#039;&#039;&#039;barring the Warrant Officer, Steward, and Premier&#039;&#039;&#039;, are authorized to depart the colony of their own volition and have access to the doors as a result.&lt;br /&gt;
Non-command staff, barring Prospectors and Marshals, have no access to the gates. They should be allowed through if they wish to leave.&lt;br /&gt;
When individuals are leaving the gate, bound for the forest, they are not necessary to search and it’s advisable to not search them unless there’s reasonable suspicion of contraband. Notify them that they will be searched on return, however.&lt;br /&gt;
&lt;br /&gt;
For proper logging, a trooper, corpsman, or sergeant is to ask that the individual show their ID, state their destination, and for medevac purposes, are to turn on their suit sensors to maximum if they are not already on. Colonists leaving the colony &#039;&#039;&#039;alone&#039;&#039;&#039; are to be informed that if Blackshield is to perform a medevac to rescue the colonist, that a 800 credit fee will be incurred immediately and paid to a Blackshield member. The cost of used medical supplies and ammunition is not included in the 800 credit medevac fee, and additional charges may be accrued for their use. A colonist cannot be charged a medevac bill if they were retrieved right from the middle of the gates by Blackshield, nor right in front of them.&lt;br /&gt;
If a colonist, prospector, etc, fails to properly follow these three simple requests, Blackshield can deny them their right to leave the colony on these grounds (Hunters are exempt from this). The only ones that cannot be denied are command staff. Only orders by Marshals, the Sergeant, and the Blackshield Commander can keep command staff from leaving, so long as there is a reason behind them. &lt;br /&gt;
&lt;br /&gt;
On returning, all individuals must be searched. &#039;&#039;&#039;This includes the Commander, Warrant Officer, other Blackshield, and other Marshals.&#039;&#039;&#039; A full search is authorized from the start, including the bag, pockets, wallets, boxes, and other storage items. If they refuse to comply, cuffing them for the search is authorized.&lt;br /&gt;
If contraband is found in the bag, detainment is authorized and the individual must be requested, first, to voluntarily allow cuffing. If they refuse, forced cuffing is authorized. &lt;br /&gt;
After detainment and a full search, alert the Marshals to the detainment, move the individual to the gate cell, and await arrival of the Marshals to allow them to take custody of the individual.&lt;br /&gt;
If the individual in question with contraband is a member of Blackshield or the Marshals, and they didn’t report that they were bringing contraband for destruction or holding, the relevant command should be notified and previous procedure followed.&lt;br /&gt;
Failure to do a proper search, or even a search at all, can be grounds for dismissal. If a situation occurs because a trooper did not search the individual at the gates and collect contraband items that were used by the individual, they can be charged with &amp;amp;sect;301, Negligence. Officer discretion is heavily advised in this matter.&lt;br /&gt;
&lt;br /&gt;
Patrols must be carried out along the fence every so often to ensure that the fence itself is intact and there are no hostile creatures at the perimeter that the turrets did not handle.&lt;br /&gt;
In the event of a hole in the fence, call for the Guild to mend it, then stand guard. Ensure that all on the Blackshield or Marshal channel are notified of the damage. Take note of the hole in the fence. If it was a clean cut, someone likely cut in or out. If the broken grille is visible, it may have been a creature but was also likely someone breaking in or out.&lt;br /&gt;
Movement to blue alert may be necessary.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Marshals and the Colony===&lt;br /&gt;
The relationship with the Marshals is one of cooperation. The Blackshield provides the external security, and the Marshals the internal. They are two parts of the colony’s defense, and should work together when it comes to said defense. The Commander and the Warrant Officer, both command staff, are expected to work together, share resources as needed, share comms, and be willing to reach out to the other if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It should be noted, however, that if there is no Marshals, Blackshield may step in as colony Law Enforcement.&#039;&#039;&#039; Militia intervention in civil legal matters is likely to result in injuries if left unchecked, however, and for the most part the use of weapons unless strictly required is barred. In the event that weaponry is required, nonlethals, followed by less-than-lethals (rubbers/beanbags), followed by lethals is the order that must be followed.&lt;br /&gt;
&lt;br /&gt;
If the Warrant Officer, or other Marshal personnel, requests Blackshield assistance to augment their manpower, or to deal with high risk suspects, the Commander or Sergeant can and should authorize Troopers to aid the Marshals, but is not required to do so. In such circumstances, the Marshals they accompany are their temporary superiors.&lt;br /&gt;
The Warrant Officer is not to command Blackshield to act in lieu of a Commander or Sergeant, but Troopers can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
In the event that there is a severe external threat to the colony (ex. Xenomorph swarms), the Commander is able to request Marshal assistance to supplement their manpower. As with the opposite, the Warrant Officer can and should authorize Marshal assistance, but is not required to do so. Any Marshals that assist are placed under temporary Blackshield orders. Likewise, the Commander is not to command the Marshals in lieu of a Warrant Officer. Marshals can and should, but are not required to, willingly assist using their own initiative.&lt;br /&gt;
&lt;br /&gt;
Other command staff may request Blackshield assistance where applicable. For example, a Chief Research Overseer requesting troopers to help protect a high-risk dig site may be authorized at the discretion of the Commander or Sergeant. If neither exist, Troopers can willingly assist, but are recommended not to unless prudent.&lt;br /&gt;
&lt;br /&gt;
===Relationship with the Prospectors===&lt;br /&gt;
The Relationship with the Marshals aside, Prospectors share a large amount of interaction with Blackshield. This includes, but is not limited to, asking for escort to dangerous away sites, searches upon return due to their primary role of being outside the colony, medical evacuations, and so on. This does not mean that the Prospectors are well liked by Blackshield, however, or vice versa.&lt;br /&gt;
&lt;br /&gt;
Blackshield may, &#039;&#039;&#039;upon request by a Foreman or with approval of the Blackshield Commander&#039;&#039;&#039; (Both is preferable, if available), give an escort to Prospectors should they be heading into dangerous areas that they believe they are not equipped for, as per their goal of defending the colony and it&#039;s colonists. The Foreman or requesting prospector/salvager (if accepted by the commander) should draft out a form that is signed and, if applicable, stamped, to pay for Blackshield&#039;s assistance. This form should include the following:&lt;br /&gt;
&lt;br /&gt;
* The time you wish to leave, as well as where you are heading.&lt;br /&gt;
* The estimated danger that comes where you are going. This includes whether there will be turrets, abandoned defense systems, Greyson Security Units, a large amount of Spiders, so on, and so forth.&lt;br /&gt;
* The items specifically offered to Blackshield as payment for their services. This includes weaponry, tools, equipment, design disks, and materials. If items are not specified, a percentage should be specified, which is a minimum of 30% to Blackshield for the assistance.&lt;br /&gt;
* If the last point is not filled out in forms of equipment, a financial option is available. Prospectors may pay for Blackshield assistance in the form of credits, with a fee of 400 per Blackshield Trooper or Sergeant assigned, 600 if a Corpsman is assigned to assist, as well as additional fees for Ammunition and Medical Supplies required for use by Blackshield personnel during the escort.&lt;br /&gt;
* A signature of the Foreman, Blackshield Commander, Requesting Prospector, or Requesting Salvager.&lt;br /&gt;
* A Stamp of the Blackshield Commander, or Foreman who authorized the escort.&lt;br /&gt;
&lt;br /&gt;
[[Example_Paperwork#Blackshield_Escort_Request|Or, an example paper can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Failure to abide by the proper procedure means that criminal charges may be pressed in the event of an escort. For example, if no items that are listed on a manifest are given, Prospectors or Salvagers may be charged for failure to pay for an escort. Defaulting on a Debt is the proper charge to use in this case, until the Credits for the escort, as explained above, are given to Blackshield by the department.&lt;br /&gt;
&lt;br /&gt;
Should Blackshield take items that are not listed on the manifest, or take items at all should the financial option have been taken, they may be charged with Theft, as due to salvage claims that is property of the Prospectors, Salvagers, and Foreman respectively.&lt;br /&gt;
&lt;br /&gt;
===Medevac shuttle===&lt;br /&gt;
The medevac shuttle near the gatehouse is to be operated for the sole purpose of medivacs that are conducted by Blackshield. This shuttle can go to several locations on the planet of Amethyn. In the instance a medevac has to be done, follow normal Blackshield protocol in forming a group before boarding the shuttle. However, bring at least three members if using the shuttle. The shuttle is the safest and also fastest form of travel currently.&lt;br /&gt;
* When operating the shuttle, always make sure occupants are buckled down, no one is standing behind the engines, and that the shuttle&#039;s door is closed and bolted. &lt;br /&gt;
* The usage of the medivac shuttle does not make the Blackshield medevac bill increase from 800. &lt;br /&gt;
* Remain buckled during travel to destinations. When the shuttle has landed, armed personnel are to exit out of the shuttle first and ensure the surrounding area is clear before proceeding to rescue colonists. &lt;br /&gt;
* As a precaution to prevent hijacking or sabotage of the shuttle, a armed guard of at least one is to remain with the shuttle.&lt;br /&gt;
* Upon returning to the shuttle with the wounded, use the body scanner and sleeper during the trip back to stabilize them before taking them to Soteria medical.&lt;br /&gt;
* The Marshals also have the authority to use the medevac shuttle for the rare occasion of collecting a colonist from the Lodge if there have been issues with them, or to capture/intercept a criminal out in the wilderness. Blackshield can be requested to come along and are recommended to accept such requests unless there is only one, then it is to be immediately denied so that the gates are not left unmanned and unguarded. &lt;br /&gt;
All Blackshield, Marshals, and heads of staff can access the shuttle. For marshals, they are to follow the above if leaving the colony in the medevac shuttle. For heads of staff, refer to the Council SOP. The Blackshield Commander may choose to use the medevac shuttle in other situations but cannot order the use of the shuttle if there are no immediate medevacs to be done, or situations. The Commander however is authorized to train personnel on use of the shuttle from time to time.&lt;br /&gt;
&lt;br /&gt;
= The Council =&lt;br /&gt;
The council is made up of each faction head of staff and the premier (who is usually a volunteer head of staff who chose to take a shift as the premier). A decision from the council has absolute authority and precedence over all other decisions, regulations, and rules except during a code red or code delta scenario (the brigadier/blackshield commander supersedes the council in these scenarios). Members of the council are given only a small set of rules that apply during any council vote or decision.&lt;br /&gt;
&lt;br /&gt;
* All heads of staff must respect a decision made by the council and follow said decision. Issues with a vote can be taken to provost marshal Boris via faxes as he presides over much of the legality on the colony, but must still be followed even when contested.&lt;br /&gt;
* All heads of staff are required to vote yay or nay during a decision. Any head of staff that refuses to make a decision or abstains is to be demoted on the spot. &#039;&#039;&#039;This is not negotiable, you are a leader and expected to make choices, especially hard choices.&#039;&#039;&#039; Those who are demoted from a head position for abstaining from a vote will be permanently barred from any head of staff position unless an appeal is made.&lt;br /&gt;
* The Soteria overseers may only have a collective vote of one and only if both agree on the decision. This means that when the votes are tallied both overseers count as a singular vote and only if they both arrived at the same vote. If the CRO and CBO cannot come to an agreement on where they vote, they instead lose their vote entirely. The inability for them to agree is &#039;&#039;&#039;not&#039;&#039;&#039; a valid grounds for demotion of either overseers.&lt;br /&gt;
* The steward does not have a vote. They are a secretary and bodyguard and while they are considered command staff, it is the job of the premier to sway or veto votes.&lt;br /&gt;
* Only the Warrant Officer, Premier, and Steward are required to remain on the colony at all times except when aiding in the colonies defense or colonists safety. Other heads of staff may come and go at their discretion but should &#039;&#039;&#039;always&#039;&#039;&#039; inform the council and their staff team should they leave outside radio range. A head of staff may elect a member of their staff team to make decisions in their absence up to and including council votes, in all other cases, they should be contacted and retrieved before council votes are made.&lt;br /&gt;
* All council members and by extension heads of staff must be at least thirty Terran years of age or older. Heads of staff found to be younger than thirty are to be demoted due to not fulfilling the basic requirements of the job. The only exception to this rule is the expedition foreman, who may be of any age.&lt;br /&gt;
* All heads of staff can use the medivac shuttle in times of crisis if there are no Blackshield nor Marshals. When using the shuttle, bring at least two other individuals with you, one to be left behind at least to guard the shuttle. If found to be using the medivac shuttle for personal reasons or reasons that do not qualify the usage of the shuttle, i.e. prospectors using it to get to locations that they scavenge from, then this can and will be charged by a &amp;amp;sect;406, exceeding official powers. &lt;br /&gt;
&lt;br /&gt;
===Demoting Staff===&lt;br /&gt;
In the event of a head of staff desires the demotion of a staff member in their faction they must meet one of the following criteria.&lt;br /&gt;
# Dereliction of Duty, the subject in question failed to perform there job duty at the bare minimum satisfaction.&lt;br /&gt;
# Negligence, the subject in question performed a grossly incompetent action while on duty that result in injury, loss of life, damages, or loss of property.&lt;br /&gt;
# Criminal activity, the subject in question performed a orange or red paragraph crime in which they were successfully convicted of.&lt;br /&gt;
# Failure to execute an order, the subject willfully and knowingly defied a valid order from their respective head of staff. Note that this only covers valid orders pertaining to their department, a head of staff could enforce a no smoking policy on his staff inside medical but not outside of medical.&lt;br /&gt;
&lt;br /&gt;
All valid demotions from a head of staff are recorded and noted in an employee file. Employees who have been demoted three times from their respective faction will be permanently demoted and unable to take work in any positions within that department. Not all demotions are considered valid and they should be recorded [[Example_Paperwork#Dismissal_Order|with the proper paperwork using a dismissal form]] before being faxed to their respective faction owner for review.&lt;br /&gt;
&lt;br /&gt;
Heads of staff may be demoted by a council vote and approval from the respective faction owner using a [[Example_Paperwork#Demotion_form|demotion form]] and proper signature from a premier or, if one is not present, the steward. Lacking both, the signature may remain blank.&lt;br /&gt;
&lt;br /&gt;
===How to order an execution===&lt;br /&gt;
In the rare and unfortunate event that a crew member has committed a crime in which execution is considered a certain criteria must be met in order for the execution to be valid.&lt;br /&gt;
# Assuming the person in question is successfully convicted and placed within the brig a premier must be present to arbitrate the crime to first ensure that the conviction is entirely valid with appropriate evidence and witnesses.&lt;br /&gt;
# A premier and at minimum three heads of staff must be present for a execution vote to be made. An execution vote may be called by any head of staff except for the premier. Once called all members must meet and discuss the case, all evidence, and what should be done.&lt;br /&gt;
# For an execution to be considered valid upon finishing discussion of the case all heads of staff must vote unanimously for execution and then sign and stamp a document that will be faxed to whichever faction owner presides over the prisoner. A reply will then be made back approving said execution.&lt;br /&gt;
# The prisoner is then executed in accordance to Marshal policy once approved by the relevant faction owner.&lt;br /&gt;
&lt;br /&gt;
===Faxes===&lt;br /&gt;
As a head of staff and Council member, you are the most responsible person within your department and as such are expected to handle most situations without having to fax the High Council. Only when it is absolutely necessary or outside of your hands, experience, or capabilities, should you fax the High Council. &lt;br /&gt;
The High Council may not always respond to a fax sent to them, especially when the fax sent does not warrant a response from the High Council. Only when it&#039;s absolutely needed, the High Council will send a response. (OOCly speaking, heads of staff are expected and trusted to handle most things and should not need the oversight of head/admins).&lt;br /&gt;
&lt;br /&gt;
= Foreigner Treatment =&lt;br /&gt;
The authority of the Colony ends currently at the electrified fence. Laws still apply to all colonists even outside the fenced area, however they do not apply to foreigners as long as long as they remain outside the colony. Circumstances may change this.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Allies of the Colony are granted the same rights as a normal colonists. They may enter and leave and are subject to searches at the Gatehouse, Laws and Departmental SOP (if applicable). Allies of the colony are permitted to not have an ID on them, however it is encouraged to grant them a Guest Pass. Any ally of the colony may move freely inside the colonies public areas including the bar and kitchen (customer area), which should always be accessible to them unless they commit a crime there at which point it may be applied to them. Yellow paragraph crimes do not have to be reported to the High Council. If a debt of an allied member cannot be paid a fax should be sent to the Void Wolf Alliance or High Council for other factions. Any orange or higher paragraph crime must be reported to Boris Kilmaede immediately and additional measures may be taken against the person. All allied members are entitled to unlimited free life-saving treatment and unlimited free treatment regarding serious injury. Other injuries should be charged accordingly. If an allied member misbehaves, causes issues or plans to act against the Colony the High Council should be informed immediately. Due to possible diplomatic issues, strong evidence must be gathered BEFORE a fax is send. If an allied member turns hostile they should be ideally captured alive or revived and kept under watch while the High Council is informed. Making an allied member unrevivable even after they committed a hostile crime is considered a terroristic act as it may immensely cripple diplomatic relations. This is ignored if the unrevivable injury is sustained through combat.&lt;br /&gt;
&lt;br /&gt;
Any contraband (other than excelsior equipment) may be temporarily confiscated at the gatehouse and must be returned when the individual/group of allies is leaving.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Neutral/Unknown Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These factions may have been hostile in the past or their allegiances are unknown. While it is best to find out their allegiance, they may keep this secret or their faction is unknown to the colony. Some neutral factions are indifferent or outright will ignore the colony. Hostile attempts may be stopped lethally or non-lethally. Neutral Factions that are not invited inside the colony do not have any rights or protection from the law, however a colonist going out of their way to potentially harm relationship with a neutral faction may face a terrorism charge. Any HOSTILE encounter with a neutral faction should be reported to the high council immediately. If a HOSTILE neutral person is taking alive they should be treated as a Hold until Transfer Prisoner until a decision is made by the High Council. Depending on severety this decision may be delegated to the council (head of departments).&lt;br /&gt;
&lt;br /&gt;
If a peaceful or non-hostile neutral faction or person wishes to enter the colony, the council should be informed and are expected to make a decision within 15 minutes of the arrival. It is recommended the person is to be searched and asked for their business inside the colony. If the council cannot come to a unanimous decision a vote may be held with the premier as a tie-breaker vote only to let the individual in or not. If let in they are allowed to move at least freely in between the fenced area and the entrance of the colony (colony entrance/church to wall/gatehouse). All other public access should be discussed first, however every department head is allowed to give them access to their own department for any reason at anytime (only applicable if they were let in at the first place). It is recommended, however not enforced, that a neutral person is given some free medical treatment and food or access to the kitchen customer area. Bartering and Trading is encouraged. Due to the fact that a neutral person may not be aware of the colony laws and contraband policies, they may not be charged with bringing in any illegal equipment. Depending on circumstances these may be either confiscated or held at the Gate until the neutral party wishes to leave. This rule is suspended in case of excelsior equipment at which point they are to be treated as a hostile faction. If a neutral faction willingly commits any crime inside the colony or towards a colonist outside the colony they should be seen as Hold until Transfer and the High Council should be informed. If such a person becomes violent and cannot be detained peacefully, lethals are authorized. Unless another order is given a neutral member that turns hostile is not to be revived.&lt;br /&gt;
&lt;br /&gt;
In case two neutral factions fight each other, the colony may decide to join and help either or neither. This should be decided by the council, but other colonists have a right to have their say in the matter too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Unless a member of a hostile faction wishes to engage in peaceful negotation or is surrendering, they are considered to be Shoot on Sight. This applies to unarmed non-surrendering hostiles. If their presence is known to any colonist, it should be repored to the Blackshield which in turn should alert all colonists. Increasing the alert status to blue is appropriate. A killed hostile faction member should never be revived unless there is a good reason such as thinking they have important intel or are a valuable target. A critically wounded enemy may be captured alive at the order of the highest ranking combat member or if the council decides to do so. Enemy bodies are not to be dismembered or abused - going against this order is a crime of disrespect for the dead. They may be looted freely by any colonist. Hostile bodies should be left where they were killed unless inside the colony. If they were killed inside the colony they should be transported a decent distance outside the colony. These rule do not apply to enemies that can regenerate from death. Any captured hostile enemy should be treated as &amp;quot;Hold until Transfer&amp;quot; and the High Council should be informed of the situation. &lt;br /&gt;
&lt;br /&gt;
Anyone abusing prisoners, regardless of their faction, should be charged with battery/assault/attempted murder/murder. Depending on the reason for such a retaliation the amount of time spend in prison may be reduced or completely waived, however a temporary ban of carrying weapons should be applied. This is at the discretion of the council and especially warrant officer. If there is a disagreement Boris Kilmaede should be informed.&lt;br /&gt;
&lt;br /&gt;
Any excelsior agent that is captured alive should have their implant removed. If removal is successful they are to be treated as a neutral faction. The council should deliberate how to treat the individual in question. It is recommended, but not necessary, to run a psychological evaluation.&lt;br /&gt;
&lt;br /&gt;
== The Lodge ==&lt;br /&gt;
Given that the Lodge is a faction that is expected to have more regular and closer interactions than others, these details have been provided to help colonists.&lt;br /&gt;
&lt;br /&gt;
1: There are currently no trade agreements in place between the colony’s factions and the Lodge. As such, with individual hunters and colonists, they are to negotiate their own prices in regards of deals.&lt;br /&gt;
&lt;br /&gt;
2: The location in which the Lodge resides is its sovereign territory, and the plains that connect to the Lodge is considered its territory. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Nadezhda’s territory lies in the very place it occupies, the meadows south of it and the adjacent forest area. All crimes that occur within such territory shall be investigated and handled on this jurisdiction. Hunters can move through these territories to reach the colony and vice versa for colonists. The swamp is considered neutral territory for the time being.&lt;br /&gt;
&lt;br /&gt;
3: Any hunters found breaching the fifth rule of the Hunters Codex are to be reported to a hunt master or the Matriarch of the Lodge to be handled. The fifth rule within the Codex strictly forbids Hunters from scavenging and looting like prospectors.&lt;br /&gt;
&lt;br /&gt;
4: The skinning knives and the Matriarch&#039;s shotgun that the Hunting Lodge has are to be treated in a similar fashion to the Absolute’s tech and equipment. If they are stolen or taken, grand theft may and can be applied.&lt;br /&gt;
&lt;br /&gt;
= Duels =&lt;br /&gt;
The only acceptable way of fighting another colonist that CANNOT result in a charge of crime as long as all rules are followed.&lt;br /&gt;
=== How to initiate a duel ===&lt;br /&gt;
Anyone colonist may at anytime challenge another colonist to a duel (including CQC training). If accepted, you must follow the following steps:&lt;br /&gt;
1. Set a time and place to proceed with the duel. (Do it somewhere, where you are not going to stand in the way of others)(OOC: The basketball court is a popular spot since its an arena people can watch easily.)&lt;br /&gt;
2. The place must be set in a publicly accessible area.&lt;br /&gt;
3. Agree on at least 1 neutral observer to oversee the duel. While a premier or command member is preferred, anyone can do this. If you cannot agree on a neutral observer, both attendees need to be bring an observer who may be a friend, department member or other. If no one volunteers or is available, you cannot duel.&lt;br /&gt;
4. Let the Marshals and Blackshield know you are carrying this out to avoid misunderstandings.&lt;br /&gt;
5. When the time has come, get into position, let the neutral observer countdown the fight. In case of no neutral observer, one of the attendees may count down. The rules should be recited by the neutral observer or attendee that does not count down the fight.&lt;br /&gt;
=== Rules of the Duel ===&lt;br /&gt;
# You cannot leave permanent damage on your opponent (ooc: read PULL YOUR PUNCHES. IC Tab -&amp;gt; Pull Punches)&amp;lt;br&amp;gt;&lt;br /&gt;
# Once your opponent goes down to the ground or gets knocked out, stop immediately.&amp;lt;br&amp;gt;&lt;br /&gt;
# No leaving the designated area unless you wish to surrender. If an opponent surrenders, respect it.&amp;lt;br&amp;gt;&lt;br /&gt;
# No one from the outside is allowed to intervene in the fight. If they do, you may press charges of Violation of Employee Rights as well as other charges if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
# If either dueler breaks the rules, this is to be considered a charge of at battery, assault, attempted murder or murder - depending on circumstances.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>Nightmare</name></author>
	</entry>
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