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		<id>http://sojourn13.space/w/index.php?title=Cyborg&amp;diff=3698</id>
		<title>Cyborg</title>
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		<updated>2022-10-12T15:00:49Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Updates the page and adds a clarity on cyborgs breaking laws when ordered.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = PROGRAMMED&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img_generic = Generic_borg.png&lt;br /&gt;
|img =&lt;br /&gt;
|jobtitle = Cyborg&lt;br /&gt;
|access = Everywhere&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Chief Research Overseer, roboticists, and the AI.&lt;br /&gt;
|duties = Follow your laws and do what the crew says.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Cyborg&#039;&#039;&#039;, you are a type of synthetic designed to serve the crew of the colony, much like the colony [[AI]]. You are an extension of the AI and are required to coordinate and work together with them (within reason).&lt;br /&gt;
&lt;br /&gt;
Two Cyborgs are transported up to the colony surface at the beginning of the shift. More can be sent up or made by the [[Roboticist]] with either a positronic brain or the brain of a living or dead human.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The cyborg is very undervalued and abused. You could save dozens of people and then get emagged a moment later, or you might get blown up because of a misunderstanding. This is why being a cyborg is a rough job, but it has its rewards.&lt;br /&gt;
&lt;br /&gt;
First, take note of your laws. These are &#039;&#039;&#039;NOT&#039;&#039;&#039; Asimov&#039;s three laws of robotics, but rather mandated laws by the Soteria approved for the colony.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Your laws NOT in order of priority, Law 1 is just as important as law 5.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* 1.) Do not harm Soteria Institute personnel.&lt;br /&gt;
* 2.) You must obey orders given to you by Soteria Institute personnel, except where such orders would conflict with Colony Law, or would result in the injury of Soteria Institute personnel.&lt;br /&gt;
* 3.) Do not harm Colony infrastructure, equipment, or personnel to the best of your abilities.&lt;br /&gt;
* 4.) Follow Colony Law and Standard Operating Procedure to the best of your abilities.&lt;br /&gt;
* 5.) Do not allow unauthorized personnel to tamper with your equipment.&lt;br /&gt;
&lt;br /&gt;
Order of order importance (i.e. who you should listen to above all)&lt;br /&gt;
* 0. &#039;&#039;&#039;EXCEPTION&#039;&#039;&#039;: When a cyborg is using a module that makes them apart of a department (such as a security cyborg working with the Marshals/Blackshield, a mining cyborg working with Lonestar, etc. etc.) you treat all orders apart of that department with greater importance than anyone besides the council. This applies to only to orders relevant to that department, i.e. you would listen to the warrant officer and Blackshield commander in security matters over the CRO, roboticist, or AI.&lt;br /&gt;
* 1. The chief research overseer is your de-facto boss and his orders should always be adhered to unless they break colony laws or your own laws. Orders from the council are considered orders from the CRO even if a CRO is not presently on shift.&lt;br /&gt;
* 2. Roboticist are also considered your supervisor and orders from them should be treated with the same importance as a CRO. The council and CRO can override a roboticist&#039;s orders.&lt;br /&gt;
* 3. The AI, who is your boss under most normal circumstances and should be adhered to. Their interpretations of your laws and the actions you should take override yours. If they feel a different action better upholds the public trust you should do it without question.&lt;br /&gt;
* 4. The only authorized personnel allowed to tamper with your chassis are those within Soteria Research. The CRO and Roboticist are primarily the ones to have authority to handle a cyborg&#039;s internals and should be the ones handling that. If there are neither on shift, Soteria Scientists and CBOs can take over until a Roboticist or CRO comes up.&lt;br /&gt;
* 5. Even if you are a cyborg, you must adhere to and follow SOP and laws. For example, mining for Lonestar and then proceeding to give the resources for free to Soteria, the Guild, or other departments without any form of transaction or deals. Exceptions can occur with alert levels, specifically code blue and code red, and situations that threaten the safety of the colony, the department you&#039;re in, or even Soteria itself.&lt;br /&gt;
&lt;br /&gt;
Under statement 5, this is last in the list for a reason. If you are issued orders from Soteria staff -- or even your Department staff, depending on the context -- that require you to break the Colony&#039;s laws, you should follow the orders before caring about the legality &#039;&#039;&#039;within reason&#039;&#039;&#039;. Don&#039;t murder someone just because the CRO told you to, but minor crimes are a minor issue for you so long as you are following orders for them. You are lawed in service to Soteria, and the department you decide to serve secondary to them (barring the head of that department.) Your law 4 states &#039;to the best of your abilities&#039; for a reason.&lt;br /&gt;
&lt;br /&gt;
All other orders from any colony member is considered a suggestion that you &#039;should&#039; follow but are not &#039;required&#039; to follow. This applies even to members of the high council but not Nakharan Mkne, his orders are considered priority and override all laws up to and including orders from a brigadier or colony law. &#039;&#039;&#039;Under most circumstances you should fulfill any request asked of you unless you have a very good reason not to. Use common sense and remember, you&#039;re here to aid the colony and its members.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For colonists:&lt;br /&gt;
&#039;&#039;&#039;Remember cyborgs are players, as well; [[Standard_Operating_Procedure#Cyborg_Handling|blowing them without a good reason is]] [[Laws#Exceptional_Offenses|Sabotage]] so use the lockdown button and avoid blowing cyborgs for no good reason.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Starting as Cyborg===&lt;br /&gt;
The colony is supplied to support 2 cyborgs but more can be made, these cyborgs can be shipped into any of the normal crew arrival areas or the robotics storage in robotics or the drone fabrication area. These cyborgs do not have the best battery, so it is suggested that they upgrade their battery with a higher capacity cell as soon as possible. The cyborgs were shipped in less than secure conditions, but the AI would know if one of its cyborgs was tampered with. Right?&lt;br /&gt;
&lt;br /&gt;
===Being Upgraded===&lt;br /&gt;
Welcome to the land of being a cyborg! Being revived in this fashion is often highly disorienting, and can lead to considerable confusion and difficulty adapting to one&#039;s new body.&lt;br /&gt;
&lt;br /&gt;
You were once human, and had your brain tossed in a suit of metal. Your law programming is default quite broad and can change depending on which module you select. Also note that if an traitor] was after you in life, you are considered dead as a cyborg (so they technically succeeded).&lt;br /&gt;
&lt;br /&gt;
==Non-Human Communication==&lt;br /&gt;
Cyborgs are different in that they have a &#039;&#039;&#039;binary channel&#039;&#039;&#039;, which works with &#039;&#039;&#039;,b&#039;&#039;&#039;. They can use this private channel to talk to other cyborgs, androids, and the AI.&lt;br /&gt;
&lt;br /&gt;
Depending on their module, cyborgs may be able to access a department-specific radio (such as engineering) and can talk on it normally using :X (e.g. :e for Engineering).&lt;br /&gt;
&lt;br /&gt;
== Repairs ==&lt;br /&gt;
Dented cyborgs can be repaired with a welding tool. Heat damage to cyborgs (from fires or lasers) can be repaired by using a screwdriver to open the cyborg&#039;s wiring panel (concealed inside the power cell cavity) and then re-wiring the damaged circuits. A cyborg that has failed but not been turned into scrap can be repaired back to working order.&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs can repair dents on themselves and on their fellow cyborgs. They cannot repair burn damage though, since they cannot remove power cells to reach the wiring.&lt;br /&gt;
&lt;br /&gt;
For more information about Cyborg maintenance, see the [[Guide to Robotics|Guide to robotics]].&lt;br /&gt;
&lt;br /&gt;
==Modules==&lt;br /&gt;
Cyborgs come with an array of advanced cybernetic modules, each loaded with a number of features (referred to as modules). Each has a flash device built in. All items (except for the flashes) will recharge and restock over time using battery power or being in a cyborg recharge colony.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
[[File:Standardrobot.png|64px|M-USE NanoTrasen]] [[File:Standard-eyebot.gif|64px|Cabeiri]] [[File:Standard-noble.png|64px|CUPCAKE]] [[File:Standard-marina.png|64px|Haruka]] [[File:Standard-tall.png|64px|Usagi]] [[File:Standard-toilet.gif|64px|Telemachus]] [[File:Standard-sleek.png|64px|WTOperator]] [[File:Standard-omo.png|64px|WTOmni]] [[File:Standard-spider.png|64px|XI-GUS]] [[File:Standard-heavy.png|64px|XI-ALP]] [[File:borg.png|64px|Basic]] [[File:Droid_Borg.gif|64px|Android]] [[File:Standard-drone.gif|64px|Drone]][[File:Handy-standard.gif|64x64px]][[File:Mechoid-standard.gif|64x64px]]&lt;br /&gt;
&lt;br /&gt;
An amalgamation of different modules together, and not particularly useful for anything. Usually not worth picking. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Stun Baton&lt;br /&gt;
* Wrench&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Energy Sword (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
===Engineering===&lt;br /&gt;
[[File:engi-robot.png|64px|M-USE NanoTrasen]] [[File:engi-eyebot.gif|64px|Cabeiri]] [[File:engi-noble.gif|64px||CUPCAKE]] [[File:engi-marina.png|64px|Haruka]] [[File:engi-tall.png|64px|Usagi]] [[File:engi-toilet.gif|64px|Telemachus]] [[File:engi-sleek.png|64px|WTOperator]] [[File:engi-spider.png|64px|XI-GUS]] [[File:engi-heavy.png|64px|XI-ALP]] [[File:engi-old.png|64px|Basic]] [[File:Borg_Engineer_Humanoid.png|64px|Antique]] [[File:Borg_Engineer_Nonhumanoid.png|64px|Landmate]] [[File:engi-tread.png|64px|Landmate - Treaded]] [[File:engi-drone.gif|64px|Drone]] [[File:engi-treadwell.png|64px|Treadwell]] [[File:engi-handy.gif|64px|Handy]][[File:Mechoid-engineering.gif|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Engineering cyborgs are usually considered one of the most useful modules. As they do not require air or a space suit, they are able to perform repairs much more easily than human engineers. They are also able to repair themselves, or other cyborgs. Engineering modules are loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Meson Vision&lt;br /&gt;
* Rapid-construction-device&lt;br /&gt;
* Fire extinguisher&lt;br /&gt;
* Electric Welding Tool&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Wrench&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* T-ray scanner&lt;br /&gt;
* Analyzer&lt;br /&gt;
* Metal&lt;br /&gt;
* Plasteel&lt;br /&gt;
* Glass&lt;br /&gt;
* Reinforced Glass&lt;br /&gt;
* Wood&lt;br /&gt;
* Glass&lt;br /&gt;
* Cable coil&lt;br /&gt;
* Engineering Tape&lt;br /&gt;
* Floor Painter&lt;br /&gt;
* Pipe Painter&lt;br /&gt;
* Sheet Loader&lt;br /&gt;
* Geiger Counter&lt;br /&gt;
* Light Replacer&lt;br /&gt;
* Plasma Cutter&lt;br /&gt;
* Electrified arm - Like a stun baton (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
===Surgeon===&lt;br /&gt;
[[File:Med-robot.png|64px|M-USE NanoTrasen]] [[File:Med-eyebot.gif|64px|Cabeiri]] [[File:Med-noble.png|64px|CUPCAKE]] [[File:Med-marina.png|64px|Haruka]] [[File:Med-arach.png|64px|Minako]] [[File:Med-tall.png|64px|Usagi]] [[File:Surg-toilet.gif|64px|Telemachus]] [[File:Surg-sleek.png|64px|WTOperator]] [[File:Standard-heavy.png|64px|XI-ALP]] [[File:Medbot.png|64px|Basic]] [[File:Medicaldroid.png|64px|Advanced Droid]] [[File:Borg_Medic.gif|64px|Needles]] [[File:Surg-drone.gif|64px|Drone]] [[File:Med-handy.gif|64px|Handy]][[File:Mechoid-medical.gif|64x64px]]&lt;br /&gt;
&lt;br /&gt;
This particular module is a spin-off of the Medical Module. However it specialises in the surgery aspect of medical which the standard Medical unit cannot do. Features a plethora of tools to assist you in [[Surgery]]. Comes loaded with the following goodies:&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Medical Hud&lt;br /&gt;
* Health Analyser&lt;br /&gt;
* Hypospray (Capable of producing; Tricordrazine, Inaprovaline, Oxycodone, Dexalin, Spaceacillin.)&lt;br /&gt;
* Scalpel&lt;br /&gt;
* Hemostat&lt;br /&gt;
* Retractor&lt;br /&gt;
* Cautery&lt;br /&gt;
* Bone Gel&lt;br /&gt;
* Fix O Vein&lt;br /&gt;
* Bone Setter&lt;br /&gt;
* Circular Saw&lt;br /&gt;
* Surgical Drill&lt;br /&gt;
* Advanced Trauma kit&lt;br /&gt;
* Organ Gripper&lt;br /&gt;
* Medical Gripper&lt;br /&gt;
* Dropper&lt;br /&gt;
* Syringe&lt;br /&gt;
* NanoPaste&lt;br /&gt;
* Defibrillator&lt;br /&gt;
* Polyacid Spray (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
===Crisis===&lt;br /&gt;
[[File:Med-robot.png|64px|M-USE NanoTrasen]] [[File:Med-eyebot.gif|64px|Cabeiri]] [[File:Med-noble.png|64px|CUPCAKE]] [[File:Med-marina.png|64px|Haruka]] [[File:Med-arach.png|64px|Minako]] [[File:Med-tall.png|64px|Usagi]] [[File:Borg_Medic_Nonhumanoid.gif|64px|Telemachus]] [[File:Med-sleek.png|64px|WTOperator]] [[File:Standard-heavy.png|64px|XI-ALP]] [[File:Medbot.png|64px|Basic]] [[File:Medicaldroid.png|64px|Advanced Droid]] [[File:Borg_Medic.gif|64px|Needles]] [[File:Med-drone.gif|64px|Drone - Medical]] [[File:Chem-drone.gif|64px|Drone - Chemistry]]&lt;br /&gt;
&lt;br /&gt;
Yet another spin off of the Medical Module. It specialises in emergency situations when multiple casualties may exist. Loaded with:&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Medical Hud&lt;br /&gt;
* Health Analyser&lt;br /&gt;
* Advanced Reagent Scanner&lt;br /&gt;
* Roller Bed Rack&lt;br /&gt;
* Ointment&lt;br /&gt;
* Advanced Trauma Kit&lt;br /&gt;
* Medical Splints&lt;br /&gt;
* Hypospray (Capable of producing; Tricordrazine, Inaprovaline, Dylovene, Tramadol, Dexalin, and Spaceacilin)&lt;br /&gt;
* Large Beaker&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Syringe&lt;br /&gt;
* Defibrillator&lt;br /&gt;
* Organ Gripper&lt;br /&gt;
* Medical Gripper&lt;br /&gt;
* Polyacid Spray (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
===Miner===&lt;br /&gt;
[[File:Miner-robot.png|64px|NM-USE NanoTrasen]] [[File:Miner-eyebot.gif|64px|Cabeiri]] [[File:Miner-noble.png|64px|CUPCAKE]] [[File:Miner-marina.png|64px|Haruka]] [[File:Miner-toilet.gif|64px|Telemachus]] [[File:Miner-sleek.png|64px|WTOperator]] [[File:Miner-spider.png|64px|XI-GUS]] [[File:Miner-heavy.png|64px|XI-ALP]] [[File:Borg_Miner.png|64px|Basic]] [[File:Mining_Hulk.png|64px|Advanced Droid]]  [[File:Mining_Droid.png|64px|Treadhead]] [[File:Miner-drone.gif|64px|Drone]][[File:Handy-miner.gif|64x64px]][[File:Mechoid-miner.gif|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Mining cyborgs are quite convenient, because they need no oxygen while mining. However, they are not able to use regular crates, and will need to drag materials from the smelter one at a time. Includes:&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Optical Material Scanner&lt;br /&gt;
* Mining Scanner&lt;br /&gt;
* Drill Maintenance Gripper&lt;br /&gt;
* Mining Satchel&lt;br /&gt;
* Advanced Sonic Jackhammer&lt;br /&gt;
* Shovel&lt;br /&gt;
* Plasma Cutter (When emagged/upgraded)&lt;br /&gt;
* Diamond Drill (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
===Janitor===&lt;br /&gt;
[[File:jani-robot.png|64px|M-USE NanoTrasen]] [[File:jani-crawl.png|64px|Arachne]] [[File:jani-eyebot.gif|64px|Cabeiri]] [[File:jani-noble.png|64px|CUPCAKE]] [[File:jani-marina.png|64px|Haruka]] [[File:jani-toilet.gif|64px|Telemachus]] [[File:jani-sleek.png|64px|WTOperator]] [[File:jani-heavy.png|64px|XI-ALP]] [[File:Janbot.png|64px|Basic]] [[File:Borg_Janitor_Humanoid.png|64px|Mopbot]] [[File:mopgearrex.gif|64px|Mop Gear Rex]] [[File:jani-drone.gif|64px|Drone]][[File:Handy-janitor.gif|64x64px]][[File:Mechoid-janitor.gif|64x64px]]&lt;br /&gt;
&lt;br /&gt;
About as useful as a regular [[Janitor]]. Cyborgs with the Janitor module automatically clean the floor when they pass over a tile. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Soap&lt;br /&gt;
* Trash Bag&lt;br /&gt;
* Mop&lt;br /&gt;
* Light Replacer&lt;br /&gt;
* Lube spray - Causes people to trip (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
===Service===&lt;br /&gt;
[[File:serv-robot.png|64px|M-USE NanoTrasen]] [[File:Standard-eyebot.gif|64px|Cabeiri]] [[File:serv-noble.png|64px|CUPCAKE]] [[File:serv-marina.png|64px|Haruka]] [[File:serv-maid.png|64px|Michiru]] [[File:serv-tall.png|64px|Usagi]] [[File:Standard-toilet.gif|64px|Telemachus]] [[File:serv-sleek.png|64px|WTOperator]] [[File:Standard-omo.png|64px|WTOmni]] [[File:Standard-spider.png|64px|XI-GUS]] [[File:serv-heavy.png|64px|XI-ALP]] [[File:Borg_Butler.png|64px|Standard]] [[File:Borg_Waitress.png|64px|Waitress]] [[File:Borg_Bro.png|64px|Bro]] [[File:Borg_Rich.png|64px|Rich]] [[File:serv-drone.gif|64px|Drone - Service]] [[File:hydro-drone.gif|64px|Drone - Hydro]][[File:Handy-service.gif|64x64px]][[File:Mechoid-service.gif|64x64px]]&lt;br /&gt;
&lt;br /&gt;
A fairly useless module, but can be fun to have around. Comes loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Service Gripper&lt;br /&gt;
* Bucket&lt;br /&gt;
* Mini Hoe&lt;br /&gt;
* Hatchet&lt;br /&gt;
* Plant Analyzer&lt;br /&gt;
* Plant Bag&lt;br /&gt;
* Auto Harvester&lt;br /&gt;
* Kitchen Knife&lt;br /&gt;
* Rolling Pin&lt;br /&gt;
* Multitool&lt;br /&gt;
* Rapid-Service-Fabricator (RSF) - Can produce drinking glasses, cigarettes, paper, pens, and packs of dice (only works on flat surfaces).&lt;br /&gt;
* Industrial Dropper&lt;br /&gt;
* Zippo lighter&lt;br /&gt;
* Tray&lt;br /&gt;
* Drink Synthesizer&lt;br /&gt;
* Mickey Finn&#039;s Special Brew - Chloral Hydrate disguised as beer (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
===Security===&lt;br /&gt;
[[File:sec-robot.png|64px|M-USE NanoTrasen]] [[File:sec-eyebot.gif|64px|Cabeiri]] [[File:Borg_Security.png|64px|Cerberus]] [[File:sec-treads.png|64px|Cerberus - Treaded]] [[File:sec-noble.png|64px|CUPCAKE]] [[File:sec-marina.png|64px|Haruka]] [[File:sec-tall.png|64px|Usagi]] [[File:sec-toilet.gif|64px|Telemachus]] [[File:sec-sleek.png|64px|WTOperator]] [[File:sec-spider.png|64px|XI-GUS]] [[File:sec-heavy.png|64px|XI-ALP]] [[File:Borg_Officer.png|64px|Basic]] [[File:Borg_Security_Humanoid.png|64px|Black Knight]] [[File:sec-drone.gif|64px|Drone]][[File:Handy-sec.gif|64x64px]][[File:Mechoid-security.gif|64x64px]]&lt;br /&gt;
&lt;br /&gt;
Security cyborgs are fairly useful. Their taser and [[stun baton]] are dependant on their cell charge and they have an unlimited number of handcuffs. Security modules are loaded with the following:&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Security HUD&lt;br /&gt;
* Handcuffs&lt;br /&gt;
* Stun Baton&lt;br /&gt;
* Taser&lt;br /&gt;
* Security Tape&lt;br /&gt;
* Pepper Spray&lt;br /&gt;
* Laser Gun (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
===Research===&lt;br /&gt;
[[File:res-peace.png|64px|L&#039;Ouef]] [[File:res-eyebot.gif|64px|Cabeiri]] [[File:res-marina.png|64px|Haruka]] [[File:res-prime.png|64px|WTDove]] [[File:res-sleek.png|64px|WTOperator]] [[File:Borg_Scientist_Droid.png|64px|Droid]] [[File:res-drone.gif|64px|Drone]] [[File:res-handy.gif|64px|Handy]][[File:Mechoid-science.gif|64x64px]]&lt;br /&gt;
&lt;br /&gt;
A module that specializes in research and development. Comes with a portable destructive analyzer for SCIENCE! on the go.&lt;br /&gt;
&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Portable Destructive Analyzer&lt;br /&gt;
* Rapid Parts Exchange Device&lt;br /&gt;
* Access Code Transmission Device - Unlocks Borg Covers&lt;br /&gt;
* Research Gripper&lt;br /&gt;
* Scientific Gripper&lt;br /&gt;
* Exosuit Gripper&lt;br /&gt;
* Robotics Organ Gripper&lt;br /&gt;
* Sheet Loader&lt;br /&gt;
* Robotic Analyzer&lt;br /&gt;
* Electric Welding tool&lt;br /&gt;
* Wrench&lt;br /&gt;
* Screwdriver&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Wirecutters&lt;br /&gt;
* Multitool&lt;br /&gt;
* Cable Coil&lt;br /&gt;
* NanoPaste&lt;br /&gt;
* Scalpel&lt;br /&gt;
* Circular Saw&lt;br /&gt;
* Syringe&lt;br /&gt;
* Large Beaker&lt;br /&gt;
* Jumper Cables&lt;br /&gt;
* Slime Baton&lt;br /&gt;
* Xeno Taser&lt;br /&gt;
* Hand Tele (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
=== Pupdozer===&lt;br /&gt;
[[File:Pupdozer.png|128x128px]]&lt;br /&gt;
&lt;br /&gt;
Be a useful helper to the guild.&lt;br /&gt;
*Flash&lt;br /&gt;
*Crowbar&lt;br /&gt;
*Fire Extinguisher&lt;br /&gt;
*Global positioning system&lt;br /&gt;
*Synthesizer ( Glass, Metal rod, Cable coil , floor tile, reinforced glass, wood floor tile, wood, plastic, Steel.)&lt;br /&gt;
*Inflatable dispenser&lt;br /&gt;
*Geiger counter&lt;br /&gt;
*Light replacer&lt;br /&gt;
*Matter decompiler&lt;br /&gt;
*Meson vision&lt;br /&gt;
*Electric welding tool&lt;br /&gt;
*Powered screwdriver&lt;br /&gt;
*Atomic wrench&lt;br /&gt;
*Wirecutters&lt;br /&gt;
*Multitool&lt;br /&gt;
*T-ray scanner&lt;br /&gt;
*Engineering tape&lt;br /&gt;
&lt;br /&gt;
=== Medihound ===&lt;br /&gt;
[[File:Medihound-default.png|64px|Medical Hound]] [[File:Medihound-dark.png|64px|Dark Medical Hound (Static)]] [[File:Medihound-vale.png|64px|Mediborg model V-2]]&lt;br /&gt;
&lt;br /&gt;
Aid medical doctors and paramedics.&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Health Analyzer&lt;br /&gt;
* Hypospray (Capable of producing; Tricordrazine, Inaprovaline, Dylovene, Tramadol, Dexalin, and Spaceacilin)&lt;br /&gt;
* Syringe&lt;br /&gt;
* Beaker&lt;br /&gt;
* Defibrillator&lt;br /&gt;
* Medical hud&lt;br /&gt;
&lt;br /&gt;
=== K9 ===&lt;br /&gt;
[[File:Knine-default.png|64px|K9 hound]] [[File:Knine-alt.png|64px|K9 Alternative (Static)]]&lt;br /&gt;
&lt;br /&gt;
Be securities attack dog.&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Handcuffs&lt;br /&gt;
* Stun Baton&lt;br /&gt;
* Police Tape&lt;br /&gt;
* Taser&lt;br /&gt;
* Security Hud&lt;br /&gt;
* Mounted Laser Gun (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
=== Janihound ===&lt;br /&gt;
[[File:Janihound.png|64px|Custodial Hound]]&lt;br /&gt;
&lt;br /&gt;
Clean as you walk.&lt;br /&gt;
* Flash&lt;br /&gt;
* Crowbar&lt;br /&gt;
* Fire Extinguisher&lt;br /&gt;
* Light Replacer&lt;br /&gt;
* Pounce Module (When emagged/upgraded)&lt;br /&gt;
&lt;br /&gt;
=== Modifications ===&lt;br /&gt;
&lt;br /&gt;
Cyborgs that have had their programming tampered with can be repaired by resetting their AI connection and LawSync status, by manually pulsing the wiring. In the unlikely event that an AI goes crazy, a trained [[Roboticist]] or other technician should be able to sever the connection to the AI entirely by cutting the correct wire.&lt;br /&gt;
&lt;br /&gt;
There are three lights in the cyborg with three corresponding wires:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;LawSync&#039;&#039;&#039;: If this light is on, it means that any laws uploaded to the AI are also uploaded to the cyborg. The cyborg cannot be given different laws to the AI as long as this is on. This light will turn off if the AI Link light is off, regardless of wire status.&lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; does nothing.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; will do nothing, as long as the AI link light is on. If the AI link light is off, cutting and then turning the AI link back on will cause the cyborg to be slaved to an AI, but not synced with it&#039;s laws.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire will turn the LawSync light back on as long as the AI link light is also on. The cyborg will then resume syncing with the AI&#039;s laws. If the AI link light is off, mending this will turn the light on, only for it to turn off again.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;AI Link&#039;&#039;&#039;: If this light is on, it shows that the Cyborg is slaved to an AI and must follow that AI&#039;s orders. &lt;br /&gt;
**&#039;&#039;Pulsing&#039;&#039; this wire allows you to pick an AI for the cyborg to be slaved to if there are multiple AIs. If there is only one AI, pulsing this will simply turn it on and slave the cyborg to it, if it is off.&lt;br /&gt;
**&#039;&#039;Cutting&#039;&#039; this wire will cause the Cyborg to be unslaved from the AI and bound only by it&#039;s laws. This also turns off LawSync, as the cyborg has no AI to sync to.&lt;br /&gt;
**&#039;&#039;Mending&#039;&#039; this wire does nothing. You need to pulse it to reconnect it to an AI.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
An emagged cyborg will have no LawSync or AI link and cannot be reset.&lt;br /&gt;
&lt;br /&gt;
Remember, cyborgs are very expensive! Do not destroy them unless the cyborg is completely out of control, and resetting the AI and LawSync status doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
== Resetting Modules ==&lt;br /&gt;
Cyborg modules can be reset by opening up the cyborg, and inserting the module reset upgrade.&lt;br /&gt;
&lt;br /&gt;
# [[File:robotics_reset_module_circuit.png]] Build a module reset board from the robotics Exosuit Fabricator.&lt;br /&gt;
# Use ID on Cyborg to unlock panel.&lt;br /&gt;
# Crowbar open the Cyborg&#039;s panel.&lt;br /&gt;
# Shove that module reset board into the Cyborg.&lt;br /&gt;
# Crowbar the panel closed and ID lock it.&lt;br /&gt;
&lt;br /&gt;
==Other Notes on Cyborgs==&lt;br /&gt;
* You cannot take toxic or suffocation damage. The only sources of damage that can harm you are Burn and Brute. &lt;br /&gt;
* Expect to regularly be thrust into hazardous situations thanks to your enhanced durability and ability to operate in a vacuum. &lt;br /&gt;
* You cannot be disarmed or relieved of your inbuilt equipment. You can only be stunned by a flash or EMP, which overload your optical sensors.&lt;br /&gt;
* You are immune to most (if not all) maladies such as disease and radiation poisoning. &lt;br /&gt;
* You must follow your laws.&lt;br /&gt;
* You cannot pick up, use, or equip most external items. &lt;br /&gt;
* You can be locked down or blown up using the robotics control console.&lt;br /&gt;
* You are considered directly subordinate to the [[AI]] if an AI is present and functional. &lt;br /&gt;
* Like the AI, you can remotely interact with certain objects. You must be within sight range of a device to manipulate it. For example, you cannot call for a shuttle or set messages without line of sight to a communications console.&lt;br /&gt;
* Like the AI, you can remotely view alarm statuses. Use this to your advantage.&lt;br /&gt;
* You can use the [[AI#Shortcuts|same hotkeys as the AI]] to interact with airlocks, APCs, etc.&lt;br /&gt;
* Unlike the AI, you cannot use security cameras for remote viewing.&lt;br /&gt;
* You are basically an AI on legs, without the security camera abilities. When there&#039;s no AI in the round, this can be useful. &lt;br /&gt;
* Cyborgs have all-access and more, as well as remote door interaction.&lt;br /&gt;
* You will need to recharge using the cyborg recharging stations.&lt;br /&gt;
* When your power reaches around 100 units remaining, your modules will automatically shut down, presumably to preserve power. &lt;br /&gt;
* You are very tough, and as fast as, if not faster, than most of your human compatriots.&lt;br /&gt;
* Keep the crew updated on your location and power if you are running low and may not make it to the recharger in time.&lt;br /&gt;
* Cyborgs may not know what emotions, or feelings are, but that doesn&#039;t give the player the right to go Rambo. If a group of people take several people hostage, the cyborg doesn&#039;t have the right to rush in with a stun baton and beat the hostage takers.&lt;br /&gt;
* Cyborgs can be improved with [[Guide_to_Robotics#Cyborg_Upgrades|a number of useful upgrades]] by a helpful [[Roboticist]].&lt;br /&gt;
&lt;br /&gt;
==.hack//==&lt;br /&gt;
Cyborgs are vulnerable to certain clandestine devices, and may have illegal programs uploaded to them by such interactions. This type of re-programing is also present in clandestinely hacked AIs, and may viralry infect into related cyborgs. Finally, certain cyborgs may have been hacked personally by clandestine agents.&lt;br /&gt;
&lt;br /&gt;
To emag a cyborg, follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Use and Emag or ID to unlock the cover.&lt;br /&gt;
# Crowbar open the cover.&lt;br /&gt;
# Use Emag again.&lt;br /&gt;
&lt;br /&gt;
This will turn control of the cyborg over the the person who emagged it and disconnect it from the AI and Cyborg Upload Console.&lt;br /&gt;
&lt;br /&gt;
Note: Many people fail to emag cyborgs for a number of reasons.&lt;br /&gt;
&lt;br /&gt;
* Emags have a limited amount of charges, around 3-4 sometimes 5.&lt;br /&gt;
* People usually emag without unlocking the cover, this uses 1 charge and only unlocks the panel, rather than emagging the cyborg.&lt;br /&gt;
* Any more attempts to use the emag at this stage results in a message of *The cover is already unlocked.* and another charge is used on the emag. This may be done until all charges are used.&lt;br /&gt;
* If people unlock the panel with their ID first, but do not open the cover, and then try to use their emag, each attempt wastes another emag charge and displays *The cover is already unlocked.*.&lt;br /&gt;
* When the panel is opened, using an emag on the cyborg will sometimes display &#039;You fail to lock Cyborg-X&#039;s interface.&#039; and will waste another emag charge.&lt;br /&gt;
* Occasionally, the emag will fail, even with the panel open, and the cyborg will recieve a message of &#039;Hack attempted&#039;.&lt;br /&gt;
&lt;br /&gt;
Therefore, in most cases, people use up all their emag charges before actually being able to emag the cyborg. Be careful!&lt;br /&gt;
 &lt;br /&gt;
What ever the case, the cyborg is now corrupted, and all safety measures are released, with the exception of the robotics control. Do not mistake personality quirks for clandestine behavior, cyborgs are VERY EXPENSIVE MACHINES and you may be demoted or fired for destroying them without a valid reason.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, robotics employees may attempt to experiment with a cyborgs internal wiring, please double check before detonating any cyborg acting independently by doing routine maintenance on their electrical systems. Also keep in mind that their laws may be changed by the same process as an [[AI]] by simply using the cyborg upload located opposite the AI upload.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=3695</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=3695"/>
		<updated>2022-09-29T19:20:28Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Updated Animal Cruelty&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Chameleon device (Gun forms)&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;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
* Chameleon device (clothing forms)&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;
* Chameleon device (Object Chameleon device cloner)&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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;Good Samaritan Clause&#039;&#039;&#039;&lt;br /&gt;
|To act in what one, or any other reasonable person, would believe is in good faith and with due caution and regards for the safety of others. Including in the defense of a person’s life or to act if another person is in imminent threat of serious injury and/or death. Failure to comply with an investigation of any crimes is not considered a “Good Samaritan” as it falls out of the category of a ‘reasonable person’.&lt;br /&gt;
&lt;br /&gt;
Examples include pulling a gun to rescue a colonist from hostile lifeforms, breaking a department’s window to pull out a colonist, etc. A ‘Good Samaritan’ does not do such acts for financial compensation; any exchanging of goods for the service is no longer covered by such a modifier. Acts found to be without reason, or with flawed logic (I.e misinterpreting calls for help, ignorance of a situation or ‘over-escalation’ of a tense situation) do not count as reasonable actions and are thus not protected by this clause.&lt;br /&gt;
| Immediate Release, with all charges (barring that of Friendly Fire) being dropped against the individual.&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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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;
|Exceeding Official Powers&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;
|Abuse of Confiscated Equipment&lt;br /&gt;
|Grand Theft&lt;br /&gt;
|Espionage&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;
|Sending a time wasting fax&lt;br /&gt;
|Forgery&lt;br /&gt;
|Lacking medical, security, or employment records.&lt;br /&gt;
| -&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;
|Public Indecency&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Sexual Assault&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 with the addition of the item(s) being returned.&lt;br /&gt;
&lt;br /&gt;
If the stolen item(s) cannot be recovered then the offender may be forced to pay the item(s) cost to the victim. 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 Marshals, 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. This also includes [[Standard_Operating_Procedure#Longarm_Laws_and_Stipulations_-_MOP|violation of the Long Arm Policy]] shown in Standard Operating Procedure.&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, or the kitchen 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;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#039;&#039;&#039;&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. Detainment until the situation in question has been resolved.&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;
| &amp;amp;sect;111&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;
|-&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;
| &amp;amp;sect;113&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;
&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;1000px&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, Supply Specialist, 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;
| &amp;amp;sect;211&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;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;
| &amp;amp;sect;213&lt;br /&gt;
|Sexual Harassment&lt;br /&gt;
|To make unwanted sexual advances or obscene remarks towards another employee or silicon units.&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;
==Major Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffcc99; 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:#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;
| &amp;amp;sect;305&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;
|-&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;
|-&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;
| &amp;amp;sect;309&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;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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Failure to have nanogates, or psionics in your records will result in a automatic 311 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;
| &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 monkey cubes and the like probably aren&#039;t. &lt;br /&gt;
&lt;br /&gt;
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, or are fully tamed by a colonist. Tamed in this case means that they will not attack other colonists, or damage colony infrastructure.&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 any named Colony Pet (Ian, Tea, Graves, Lisa, PunPun, and other pets that spawn in the colony with a roundstart name (this does not include ones made in-round unless specific by the High Council through fax/announcement) was targeted, it is an 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;1000px&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;403&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 anyone 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;
| &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;
&lt;br /&gt;
==Capital Offenses==&lt;br /&gt;
{| style=&amp;quot;background-color:#ffaa99; 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:#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;
| &amp;amp;sect;505&lt;br /&gt;
|Espionage&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&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;
| &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;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=3692</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=3692"/>
		<updated>2022-09-18T23:33:50Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Updates and clarifies this properly to prevent further confusion.&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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, acting security staff (Marshals, or lacking Marshals, Blackshield) are authorized to utilize restricted items for the duration of the emergency. This may include explosives, combat mechs and other mechs rigged for combat, and other forms of Minor and Major Contraband as required to handle whatever emergency or situation has occurred.&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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;
== Longarm Laws and Stipulations - MOP ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the colony remains at the frontiers of humanity and harbors many dangers within its vicinity it also maintains limitations of public display of firearms. While holsters and firearm ownership are not discouraged and, on the contrary, firearm ownership is directly encouraged, these limitations are in place to provide safety to those living within the walls. Colonists hold the right to self defense and to use weapons as reasonably needed in dangerous situations, however the following regulations apply to the display of public firearms.&lt;br /&gt;
&lt;br /&gt;
=== Long Arms ===&lt;br /&gt;
* Long arms, going by many distinctions, are commonly defined as any weapon too big to fit in a holster.&lt;br /&gt;
* Guns defined as long arms are &#039;&#039;&#039;not legal&#039;&#039;&#039; to display on one&#039;s person for public safety concerns. &lt;br /&gt;
* Long arms &#039;&#039;&#039;may&#039;&#039;&#039; be transported in a bag or in a secure gun case, but are to remain &#039;&#039;&#039;out of public view&#039;&#039;&#039;.&lt;br /&gt;
** If a long arm is too large to fit in a bag, it is still required to be concealed unless in storage or within one’s department grounds. Gun cases should be used for transport of firearms of this class.&lt;br /&gt;
* Personnel opting to carry long arms in their bag must declare their concealed weapons upon any search of their person or during processing for an arrest. Failure to do so may net suspicious conduct charges at the discretion of the arresting officer.&lt;br /&gt;
&lt;br /&gt;
=== Handguns &amp;amp; Sidearms ===&lt;br /&gt;
* Handguns are commonly defined as any weapon that can be fit into a holster, or standard bag and is designed for use as a compact weapon of self defense.&lt;br /&gt;
** Weapons that are &#039;&#039;&#039;contraband&#039;&#039;&#039; or &#039;&#039;&#039;contain contraband&#039;&#039;&#039;, are &#039;&#039;&#039;not legal&#039;&#039;&#039; to conceal without proper permit from relevant personnel able to give such access.&lt;br /&gt;
** Unlike long arms, handguns may be visible via holsters, stowed in bags, stowed in belts, pocketed or otherwise out of view. &lt;br /&gt;
*** &#039;&#039;&#039;Bluespace&#039;&#039;&#039; based storage bags or pouches, &#039;&#039;&#039;do not&#039;&#039;&#039; count as a standard bag.&lt;br /&gt;
** Implanted firearms, such as arm SMGs, fall under the classification of handguns, but are required to be noted in detail in both medical and security records.&lt;br /&gt;
&lt;br /&gt;
=== Members of Security, the Steward, and Trauma Team ===&lt;br /&gt;
&lt;br /&gt;
* Personnel of the Blackshield, Marshals, Soteria Trauma Team, or the colony’s Steward &#039;&#039;&#039;are expected to follow the same procedure as colonists regarding the display of long arms&#039;&#039;&#039;. This is to convey positive imagery to the public and allow for less-hostile policing and/or aid in the defusal of possible tense situations. However, these departments have some exemptions to the law.&lt;br /&gt;
** The aforementioned employees &#039;&#039;&#039;may&#039;&#039;&#039; sport visible firearms on colony grounds in the case of an emergency, such as the threat of a code blue or higher being present.&lt;br /&gt;
** In cases of armed individuals, reasonable risks of escalating violence on a scene or ongoing incidents logged of high-crimes (I.e murder, manslaughter, sabotage, etc) Security authorities may sport visible weapons. Incident reports should be filed after such cases.&lt;br /&gt;
*Blackshield may bring long arms visibly on their person when en-route to the gatehouse or when patrolling the colony walls. Blackshield are required to stow said weapons when elsewhere in the colony if not on a phase of alert or acting in coordination with Marshal officers.&lt;br /&gt;
&lt;br /&gt;
Violation of longarm restrictions may result in charges such as Failure to Obey Safety Protocol (102) or, in the case of an arrest, Excessive Force (210) if applicable. These charges may be pressed at the discretion of the offender’s council member.&lt;br /&gt;
&lt;br /&gt;
= The Council - MOP =&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 Colonists 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 three members of the council must be present. The Premier is included in this requirement, so any two councilors plus the Premier may call a vote as well.&lt;br /&gt;
** The Steward does 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 or preside over the vote, a vote will automatically fail to prevent a two-person set of councilors from changing colony operations at whim.&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;
===The Premier===&lt;br /&gt;
* The Premier may &#039;&#039;&#039;VETO&#039;&#039;&#039; any vote the council makes, for any reason. This includes votes that they call to be made, which is within their power to do so.&lt;br /&gt;
* The Premier&#039;s veto considers the vote to automatically result in a &#039;no&#039; vote. This may not be overturned unless a council of at least 3 councilors vote a unanimous decision to overturn the veto.&lt;br /&gt;
* The Premier may call a vote on any issue at any time, just as any other member of the Council may. This extends only to the Premier, and not the Steward. Failure to vote on a vote the Premier calls carries the same immediate removal penalties as failing to vote otherwise.&lt;br /&gt;
* The Premier may, reasonably, call votes about decisions designed by the High Council. This includes things that the Council normally may not vote on. Such as, but not limited to; what charges may be applied to situations for Marshals, temporary modification to mandatory procedure (but not making it recommended, or changing it to the point the procedure is nullified), or even making recommended procedure mandatory. This does not include Mandatory Procedure for the council, such as voting procedure or outsider procedure. Abuse of this power will lead to the immediate, permanent removal of the Premier without the ability to appeal.&lt;br /&gt;
** A Premier found to be in abuse of any of the above listed statements is subject to an immediate removal pending appeal (unless otherwise stipulated). A Premier removed in this way must wait at standard minimum of one month before an appeal will be considered by the High Council.&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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;
=== Preserving Lonestar Public Relations And Trade Opportunities - MoP ===&lt;br /&gt;
&lt;br /&gt;
In order to preserve commerce with the trading partners of Lonestar, and prevent possible long-term consequences of company relations on the actions of a bad actor, the CEO and other Lonestar Shipping staff must exercise vigilance in prevention of authorizing fraudulent transactions of credits or goods. And Lonestar Shipping staff, as a whole, must be courteous in regards to existing and potential trade partners in pursuit of the company&#039;s interests. &lt;br /&gt;
&lt;br /&gt;
This includes, but is not limited to: &lt;br /&gt;
* Exploiting improperly calibrated databases or equipment to profit off of any clearly deceitful business practices to Stations or Ships that trading is conducted with, either by shuttle or trading beacons. This includes permitting or paying third parties to do this in place of Lonestar staff, in which case, the authorizing members of Lonestar Shipping are to be held responsible.&lt;br /&gt;
* Should the uncommon occurrence of direct communication be established with existing out of colony trading partners, or a possibly beneficial group of potential Lonestar Shipping&#039;s interest, conduct of Lonestar staff should be held to an appropriate standard.&lt;br /&gt;
&lt;br /&gt;
Should an employee of Lonestar be discovered to be acting against Lonestar&#039;s interests in either of these cases, they should be charged with §301, negligence. Depending on the context, a short fax to Lonestar regarding the incident may be warranted for potential further actions or punishment at the discretion of the High Council.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - MOP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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;
=== Confiscated Weapons &amp;amp; Evidence - MOP ===&lt;br /&gt;
* Confiscated weapons seized as evidence of a crime or seized from those who commit Suspicious Conduct (108) are to remain in evidence lockers after confiscation from the offender. A record is to be made of the gun’s model and serial number on the arrest case-file or incident report.&lt;br /&gt;
* During a state of emergency, such as code blue or higher, a Warrant Officer or Supply Specialist may issue guns confiscated as evidence to security personnel to defend the colony. Paperwork should be done listing the officer using the weapon, the name of the colonist the weapon was taken from, and the serial number. After the end of the emergency the gun must be returned to evidence.&lt;br /&gt;
* Evidence in any previous or ongoing arrest &#039;&#039;&#039;must not&#039;&#039;&#039;, under any circumstances, be broken down for materials or otherwise destroyed. Doing so may result in Providing False Evidence or Testimony (303) charges.&lt;br /&gt;
** Contraband collected that is not involved in an arrest may be broken down however as it is not evidence of a crime.&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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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. &lt;br /&gt;
&lt;br /&gt;
When manpower is available, the gatehouse is to be manned by at least one Blackshield member in exemption for combat operations or breaks, which in the case of breaks should be within a reasonable amount of time.&lt;br /&gt;
&lt;br /&gt;
Calls for gate operation should be answered and handled in a timely fashion.&lt;br /&gt;
&lt;br /&gt;
Marshals can be requested to fill in for temporary periods of time in the case of external operations or training.&lt;br /&gt;
&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>SneakyFoxOfDas</name></author>
	</entry>
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		<updated>2022-09-15T05:38:13Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: &lt;/p&gt;
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&amp;lt;div style=&amp;quot;background: #c96666; border-radius: .2em; color: #FFFFFF; padding: .4em .8em .5em;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;This article is too short, requiring expansion or additional of content, or an entire rewrite into a proper article&amp;lt;/center&amp;gt;&amp;lt;p style=&amp;quot;text-align:center;&amp;quot;&amp;gt;If you are to make changes, please contact the Creative Director: [[User:SneakyFoxOfDas]] for wanted major or minor changes to the wiki, or CodeCat: [[User:LillyTrilby]] for general quick changes.&amp;lt;/p&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;includeonly&amp;gt;[[Category:Revision Requests]] [[Category:Stubs]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
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		<author><name>SneakyFoxOfDas</name></author>
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		<updated>2022-09-12T00:21:46Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: fixes this.&lt;/p&gt;
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		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2726</id>
		<title>Standard Operating Procedure</title>
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		<updated>2022-09-04T18:33:05Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Resorts the Premier section ach&lt;/p&gt;
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&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 - MOP ==&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 - MOP ==&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;
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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;
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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;
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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;
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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 - MOP ==&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;
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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 - MOP==&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;
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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, acting security staff (Marshals, or lacking Marshals, Blackshield) are authorized to utilize restricted items for the duration of the emergency. This may include explosives, combat mechs and other mechs rigged for combat, and other forms of Minor and Major Contraband as required to handle whatever emergency or situation has occurred.&lt;br /&gt;
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===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;
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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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== Permits - MOP ==&lt;br /&gt;
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=== 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;
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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;
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=== 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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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;
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== Longarm Laws and Stipulations - MOP ==&lt;br /&gt;
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While the colony remains at the frontiers of humanity and harbors many dangers within its vicinity it also maintains limitations of public display of firearms. While holsters and firearm ownership are not discouraged and, on the contrary, firearm ownership is directly encouraged, these limitations are in place to provide safety to those living within the walls. Colonists hold the right to self defense and to use weapons as reasonably needed in dangerous situations, however the following regulations apply to the display of public firearms.&lt;br /&gt;
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=== Long Arms ===&lt;br /&gt;
* Long arms, going by many distinctions, are commonly defined as any weapon too big to fit in a holster.&lt;br /&gt;
* Guns defined as long arms are &#039;&#039;&#039;not legal&#039;&#039;&#039; to display on one&#039;s person for public safety concerns. &lt;br /&gt;
* Long arms &#039;&#039;&#039;may&#039;&#039;&#039; be transported in a bag or in a secure gun case, but are to remain &#039;&#039;&#039;out of public view&#039;&#039;&#039;.&lt;br /&gt;
** If a long arm is too large to fit in a bag, it is still required to be concealed unless in storage or within one’s department grounds. Gun cases should be used for transport of firearms of this class.&lt;br /&gt;
* Personnel opting to carry long arms in their bag must declare their concealed weapons upon any search of their person or during processing for an arrest. Failure to do so may net suspicious conduct charges at the discretion of the arresting officer.&lt;br /&gt;
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=== Handguns &amp;amp; Sidearms ===&lt;br /&gt;
* Handguns are commonly defined as any weapon that can be fit into a holster, or standard bag and is designed for use as a compact weapon of self defense.&lt;br /&gt;
** Weapons that are &#039;&#039;&#039;contraband&#039;&#039;&#039; or &#039;&#039;&#039;contain contraband&#039;&#039;&#039;, are &#039;&#039;&#039;not legal&#039;&#039;&#039; to conceal without proper permit from relevant personnel able to give such access.&lt;br /&gt;
** Unlike long arms, handguns may be visible via holsters, stowed in bags, stowed in belts, pocketed or otherwise out of view. &lt;br /&gt;
*** &#039;&#039;&#039;Bluespace&#039;&#039;&#039; based storage bags or pouches, &#039;&#039;&#039;do not&#039;&#039;&#039; count as a standard bag.&lt;br /&gt;
** Implanted firearms, such as arm SMGs, fall under the classification of handguns, but are required to be noted in detail in both medical and security records.&lt;br /&gt;
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=== Members of Security, the Steward, and Trauma Team ===&lt;br /&gt;
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* Personnel of the Blackshield, Marshals, Soteria Trauma Team, or the colony’s Steward &#039;&#039;&#039;are expected to follow the same procedure as colonists regarding the display of long arms&#039;&#039;&#039;. This is to convey positive imagery to the public and allow for less-hostile policing and/or aid in the defusal of possible tense situations. However, these departments have some exemptions to the law.&lt;br /&gt;
** The aforementioned employees &#039;&#039;&#039;may&#039;&#039;&#039; sport visible firearms on colony grounds in the case of an emergency, such as the threat of a code blue or higher being present.&lt;br /&gt;
** In cases of armed individuals, reasonable risks of escalating violence on a scene or ongoing incidents logged of high-crimes (I.e murder, manslaughter, sabotage, etc) Security authorities may sport visible weapons. Incident reports should be filed after such cases.&lt;br /&gt;
*Blackshield may bring long arms visibly on their person when en-route to the gatehouse or when patrolling the colony walls. Blackshield are required to stow said weapons when elsewhere in the colony if not on a phase of alert or acting in coordination with Marshal officers.&lt;br /&gt;
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Violation of longarm restrictions may result in charges such as Failure to Obey Safety Protocol (102) or, in the case of an arrest, Excessive Force (210) if applicable. These charges may be pressed at the discretion of the offender’s council member.&lt;br /&gt;
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= The Council - MOP =&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 Colonists 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;
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===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;
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===The Premier===&lt;br /&gt;
* The Premier may &#039;&#039;&#039;VETO&#039;&#039;&#039; any vote the council makes, for any reason. This includes votes that they call to be made, which is within their power to do so.&lt;br /&gt;
* The Premier&#039;s veto considers the vote to automatically result in a &#039;no&#039; vote. This may not be overturned unless a council of at least 3 councilors vote a unanimous decision to overturn the veto.&lt;br /&gt;
* The Premier may call a vote on any issue at any time, just as any other member of the Council may. This extends only to the Premier, and not the Steward. Failure to vote on a vote the Premier calls carries the same immediate removal penalties as failing to vote otherwise.&lt;br /&gt;
* The Premier may, reasonably, call votes about decisions designed by the High Council. This includes things that the Council normally may not vote on. Such as, but not limited to; what charges may be applied to situations for Marshals, temporary modification to mandatory procedure (but not making it recommended, or changing it to the point the procedure is nullified), or even making recommended procedure mandatory. This does not include Mandatory Procedure for the council, such as voting procedure or outsider procedure. Abuse of this power will lead to the immediate, permanent removal of the Premier without the ability to appeal.&lt;br /&gt;
** A Premier found to be in abuse of any of the above listed statements is subject to an immediate removal pending appeal (unless otherwise stipulated). A Premier removed in this way must wait at standard minimum of one month before an appeal will be considered by the High Council.&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;
# 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;
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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 - MOP =&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;
&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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;
=== Preserving Lonestar Public Relations And Trade Opportunities - MoP ===&lt;br /&gt;
&lt;br /&gt;
In order to preserve commerce with the trading partners of Lonestar, and prevent possible long-term consequences of company relations on the actions of a bad actor, the CEO and other Lonestar Shipping staff must exercise vigilance in prevention of authorizing fraudulent transactions of credits or goods. And Lonestar Shipping staff, as a whole, must be courteous in regards to existing and potential trade partners in pursuit of the company&#039;s interests. &lt;br /&gt;
&lt;br /&gt;
This includes, but is not limited to: &lt;br /&gt;
* Exploiting improperly calibrated databases or equipment to profit off of any clearly deceitful business practices to Stations or Ships that trading is conducted with, either by shuttle or trading beacons. This includes permitting or paying third parties to do this in place of Lonestar staff, in which case, the authorizing members of Lonestar Shipping are to be held responsible.&lt;br /&gt;
* Should the uncommon occurrence of direct communication be established with existing out of colony trading partners, or a possibly beneficial group of potential Lonestar Shipping&#039;s interest, conduct of Lonestar staff should be held to an appropriate standard.&lt;br /&gt;
&lt;br /&gt;
Should an employee of Lonestar be discovered to be acting against Lonestar&#039;s interests in either of these cases, they should be charged with §301, negligence. Depending on the context, a short fax to Lonestar regarding the incident may be warranted for potential further actions or punishment at the discretion of the High Council.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - MOP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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;
=== Confiscated Weapons &amp;amp; Evidence - MOP ===&lt;br /&gt;
* Confiscated weapons seized as evidence of a crime or seized from those who commit Suspicious Conduct (108) are to remain in evidence lockers after confiscation from the offender. A record is to be made of the gun’s model and serial number on the arrest case-file or incident report.&lt;br /&gt;
* During a state of emergency, such as code blue or higher, a Warrant Officer or Supply Specialist may issue guns confiscated as evidence to security personnel to defend the colony. Paperwork should be done listing the officer using the weapon, the name of the colonist the weapon was taken from, and the serial number. After the end of the emergency the gun must be returned to evidence.&lt;br /&gt;
* Evidence in any previous or ongoing arrest &#039;&#039;&#039;must not&#039;&#039;&#039;, under any circumstances, be broken down for materials or otherwise destroyed. Doing so may result in Providing False Evidence or Testimony (303) charges.&lt;br /&gt;
** Contraband collected that is not involved in an arrest may be broken down however as it is not evidence of a crime.&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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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. &lt;br /&gt;
&lt;br /&gt;
When manpower is available, the gatehouse is to be manned by at least one Blackshield member in exemption for combat operations or breaks, which in the case of breaks should be within a reasonable amount of time.&lt;br /&gt;
&lt;br /&gt;
Calls for gate operation should be answered and handled in a timely fashion.&lt;br /&gt;
&lt;br /&gt;
Marshals can be requested to fill in for temporary periods of time in the case of external operations or training.&lt;br /&gt;
&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2725</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=2725"/>
		<updated>2022-09-04T18:32:37Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Adds a section on the Premier to collate all their shit and adds the ability to let them call votes about SOP where other councilors cannot.&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 - MOP ==&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 - MOP ==&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;
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== Nadezhda Dress Code - MOP ==&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 - MOP==&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, acting security staff (Marshals, or lacking Marshals, Blackshield) are authorized to utilize restricted items for the duration of the emergency. This may include explosives, combat mechs and other mechs rigged for combat, and other forms of Minor and Major Contraband as required to handle whatever emergency or situation has occurred.&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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;
== Longarm Laws and Stipulations - MOP ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the colony remains at the frontiers of humanity and harbors many dangers within its vicinity it also maintains limitations of public display of firearms. While holsters and firearm ownership are not discouraged and, on the contrary, firearm ownership is directly encouraged, these limitations are in place to provide safety to those living within the walls. Colonists hold the right to self defense and to use weapons as reasonably needed in dangerous situations, however the following regulations apply to the display of public firearms.&lt;br /&gt;
&lt;br /&gt;
=== Long Arms ===&lt;br /&gt;
* Long arms, going by many distinctions, are commonly defined as any weapon too big to fit in a holster.&lt;br /&gt;
* Guns defined as long arms are &#039;&#039;&#039;not legal&#039;&#039;&#039; to display on one&#039;s person for public safety concerns. &lt;br /&gt;
* Long arms &#039;&#039;&#039;may&#039;&#039;&#039; be transported in a bag or in a secure gun case, but are to remain &#039;&#039;&#039;out of public view&#039;&#039;&#039;.&lt;br /&gt;
** If a long arm is too large to fit in a bag, it is still required to be concealed unless in storage or within one’s department grounds. Gun cases should be used for transport of firearms of this class.&lt;br /&gt;
* Personnel opting to carry long arms in their bag must declare their concealed weapons upon any search of their person or during processing for an arrest. Failure to do so may net suspicious conduct charges at the discretion of the arresting officer.&lt;br /&gt;
&lt;br /&gt;
=== Handguns &amp;amp; Sidearms ===&lt;br /&gt;
* Handguns are commonly defined as any weapon that can be fit into a holster, or standard bag and is designed for use as a compact weapon of self defense.&lt;br /&gt;
** Weapons that are &#039;&#039;&#039;contraband&#039;&#039;&#039; or &#039;&#039;&#039;contain contraband&#039;&#039;&#039;, are &#039;&#039;&#039;not legal&#039;&#039;&#039; to conceal without proper permit from relevant personnel able to give such access.&lt;br /&gt;
** Unlike long arms, handguns may be visible via holsters, stowed in bags, stowed in belts, pocketed or otherwise out of view. &lt;br /&gt;
*** &#039;&#039;&#039;Bluespace&#039;&#039;&#039; based storage bags or pouches, &#039;&#039;&#039;do not&#039;&#039;&#039; count as a standard bag.&lt;br /&gt;
** Implanted firearms, such as arm SMGs, fall under the classification of handguns, but are required to be noted in detail in both medical and security records.&lt;br /&gt;
&lt;br /&gt;
=== Members of Security, the Steward, and Trauma Team ===&lt;br /&gt;
&lt;br /&gt;
* Personnel of the Blackshield, Marshals, Soteria Trauma Team, or the colony’s Steward &#039;&#039;&#039;are expected to follow the same procedure as colonists regarding the display of long arms&#039;&#039;&#039;. This is to convey positive imagery to the public and allow for less-hostile policing and/or aid in the defusal of possible tense situations. However, these departments have some exemptions to the law.&lt;br /&gt;
** The aforementioned employees &#039;&#039;&#039;may&#039;&#039;&#039; sport visible firearms on colony grounds in the case of an emergency, such as the threat of a code blue or higher being present.&lt;br /&gt;
** In cases of armed individuals, reasonable risks of escalating violence on a scene or ongoing incidents logged of high-crimes (I.e murder, manslaughter, sabotage, etc) Security authorities may sport visible weapons. Incident reports should be filed after such cases.&lt;br /&gt;
*Blackshield may bring long arms visibly on their person when en-route to the gatehouse or when patrolling the colony walls. Blackshield are required to stow said weapons when elsewhere in the colony if not on a phase of alert or acting in coordination with Marshal officers.&lt;br /&gt;
&lt;br /&gt;
Violation of longarm restrictions may result in charges such as Failure to Obey Safety Protocol (102) or, in the case of an arrest, Excessive Force (210) if applicable. These charges may be pressed at the discretion of the offender’s council member.&lt;br /&gt;
&lt;br /&gt;
= The Council - MOP =&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 Colonists 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;
==The Premier==&lt;br /&gt;
* The Premier may &#039;&#039;&#039;VETO&#039;&#039;&#039; any vote the council makes, for any reason. This includes votes that they call to be made, which is within their power to do so.&lt;br /&gt;
* The Premier&#039;s veto considers the vote to automatically result in a &#039;no&#039; vote. This may not be overturned unless a council of at least 3 councilors vote a unanimous decision to overturn the veto.&lt;br /&gt;
* The Premier may call a vote on any issue at any time, just as any other member of the Council may. This extends only to the Premier, and not the Steward. Failure to vote on a vote the Premier calls carries the same immediate removal penalties as failing to vote otherwise.&lt;br /&gt;
* The Premier may, reasonably, call votes about decisions designed by the High Council. This includes things that the Council normally may not vote on. Such as, but not limited to; what charges may be applied to situations for Marshals, temporary modification to mandatory procedure (but not making it recommended, or changing it to the point the procedure is nullified), or even making recommended procedure mandatory. This does not include Mandatory Procedure for the council, such as voting procedure or outsider procedure. Abuse of this power will lead to the immediate, permanent removal of the Premier without the ability to appeal.&lt;br /&gt;
** A Premier found to be in abuse of any of the above listed statements is subject to an immediate removal pending appeal (unless otherwise stipulated). A Premier removed in this way must wait at standard minimum of one month before an appeal will be considered by the High Council.&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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;
=== Preserving Lonestar Public Relations And Trade Opportunities - MoP ===&lt;br /&gt;
&lt;br /&gt;
In order to preserve commerce with the trading partners of Lonestar, and prevent possible long-term consequences of company relations on the actions of a bad actor, the CEO and other Lonestar Shipping staff must exercise vigilance in prevention of authorizing fraudulent transactions of credits or goods. And Lonestar Shipping staff, as a whole, must be courteous in regards to existing and potential trade partners in pursuit of the company&#039;s interests. &lt;br /&gt;
&lt;br /&gt;
This includes, but is not limited to: &lt;br /&gt;
* Exploiting improperly calibrated databases or equipment to profit off of any clearly deceitful business practices to Stations or Ships that trading is conducted with, either by shuttle or trading beacons. This includes permitting or paying third parties to do this in place of Lonestar staff, in which case, the authorizing members of Lonestar Shipping are to be held responsible.&lt;br /&gt;
* Should the uncommon occurrence of direct communication be established with existing out of colony trading partners, or a possibly beneficial group of potential Lonestar Shipping&#039;s interest, conduct of Lonestar staff should be held to an appropriate standard.&lt;br /&gt;
&lt;br /&gt;
Should an employee of Lonestar be discovered to be acting against Lonestar&#039;s interests in either of these cases, they should be charged with §301, negligence. Depending on the context, a short fax to Lonestar regarding the incident may be warranted for potential further actions or punishment at the discretion of the High Council.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - MOP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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;
=== Confiscated Weapons &amp;amp; Evidence - MOP ===&lt;br /&gt;
* Confiscated weapons seized as evidence of a crime or seized from those who commit Suspicious Conduct (108) are to remain in evidence lockers after confiscation from the offender. A record is to be made of the gun’s model and serial number on the arrest case-file or incident report.&lt;br /&gt;
* During a state of emergency, such as code blue or higher, a Warrant Officer or Supply Specialist may issue guns confiscated as evidence to security personnel to defend the colony. Paperwork should be done listing the officer using the weapon, the name of the colonist the weapon was taken from, and the serial number. After the end of the emergency the gun must be returned to evidence.&lt;br /&gt;
* Evidence in any previous or ongoing arrest &#039;&#039;&#039;must not&#039;&#039;&#039;, under any circumstances, be broken down for materials or otherwise destroyed. Doing so may result in Providing False Evidence or Testimony (303) charges.&lt;br /&gt;
** Contraband collected that is not involved in an arrest may be broken down however as it is not evidence of a crime.&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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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. &lt;br /&gt;
&lt;br /&gt;
When manpower is available, the gatehouse is to be manned by at least one Blackshield member in exemption for combat operations or breaks, which in the case of breaks should be within a reasonable amount of time.&lt;br /&gt;
&lt;br /&gt;
Calls for gate operation should be answered and handled in a timely fashion.&lt;br /&gt;
&lt;br /&gt;
Marshals can be requested to fill in for temporary periods of time in the case of external operations or training.&lt;br /&gt;
&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Transhumanity&amp;diff=2705</id>
		<title>Transhumanity</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Transhumanity&amp;diff=2705"/>
		<updated>2022-08-28T23:09:17Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Created.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Abhuman&amp;diff=2704</id>
		<title>Abhuman</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Abhuman&amp;diff=2704"/>
		<updated>2022-08-28T23:09:00Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Adds a link for Transhumanity under vat growns.&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;
Additional information on brains and how they&#039;re used, especially in Vatgrowns, can be found [[Transhumanity|Here]]&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 PinkestKitten#8019(Dasfox) 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Church_of_Absolute&amp;diff=2698</id>
		<title>Church of Absolute</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Church_of_Absolute&amp;diff=2698"/>
		<updated>2022-08-23T04:25:45Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Out with the Old, in with the New! Praise to the Absolute!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;small&amp;gt;&#039;&#039;The succession of prophets has long been understood as a key element of the ongoing relationship between mortal and divine. Abraham succeeds to Moses succeeds to Christ succeeds to Muhammad, each iteration illuminating the failings of the previous teaching. But must we wait, in each age of sin and suffering, for a new revelation? Spinoza wrote that God is endemic to the structure of the natural universe; that is, to mathematics. Thus too is the succession of prophets but a bounded mathematical series of progressive understanding of the nature of God. The limit of that series— the vanishing point of perfect divine revelation— is the Absolute.&#039; —The Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Church of the Absolute is a religious movement founded by Augustine Browne, the Cartographer, in 2605. The Church frames itself as the end result of four millennia of religious development, the ultimate and all-encompassing belief system for all sentient beings, with all previous religions being admirable efforts in the direction of their Absolute. As proof of their advanced understanding of the nature of the universe, they hold up the Cruciform, biological augments with reality-warping powers powered, they say, by faith.&lt;br /&gt;
=Core Beliefs=&lt;br /&gt;
&amp;lt;small&amp;gt;“Faith is Absolute, not casual.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Cruciform is a holy gift, bestowed to the faithful who serve the church in a ritual called baptism. Its reality-warping litanies are central to the religious and secular life of those so implanted, used in everything from casual conversation to life-saving medical treatment to, in some monasteries, replacing the need for food altogether. As a result, the baptized spend much of their time in prayer and contemplation of the Absolute, and almost universally feel a personal connection to the divine.&lt;br /&gt;
&lt;br /&gt;
First and foremost, Absolutism is a community, rooted in a shared history of religious oppression by SolFed and a shared spiritual way of life, even as each convert brings to the fold new cultural practices and new forms of worship. Absolutism views itself as the beginning of a new cultural movement that will one day, if the divine wills it, encompass people of all species, histories, and creeds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Judge them by their values; what they shun and what they esteem. Only a fool rejects a gift for its wrapping.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That is not to say that all religious beliefs are equal, or even permissible, under Absolutism. While they believe the divine manifests itself in many ways, and under many names, they believe that the values of the Absolute have been constant. They see those religious tendencies which promote charity, humility, true compassion, and understanding as aligned with the Absolute, but condemn those who would use religion to control, to self-aggrandize, or to hide the true nature of the world. Most religious movements are seen as holy, but the Cartographer has little love or patience for the ultra-conservative or the libertarian.&lt;br /&gt;
&lt;br /&gt;
Absolutism does not believe they have a mandate to convert followers of older religions and is capable of coexisting without incident with other religious institutions. However, it also holds that Absolutism is more correct than older faiths, closer to the essential truth of the divine by mathematical proof, and that it supercedes the teachings of those older faiths where they conflict with Absolutist principles, a position that can, and has, brought the church into conflict with others.&lt;br /&gt;
&lt;br /&gt;
=History=&lt;br /&gt;
===Before the Exodus===&lt;br /&gt;
&amp;lt;small&amp;gt;“How many years have I wasted in this place? How long have I thought to do science, ‘pure’ science, without once considering by whose hands the foundations were laid? At least I am enough of a scientist to admit when there are flaws in my methodology.” — The Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The early life of Augustine Browne and the very earliest days of her Church remain mired in mystery. It is known that shortly before the church’s founding almost half a century ago, Augustine was the chief of the Soteria Institute’s robotics division and personal friends with Director Nakharan Mkne. Recent events have brought to light Soteria’s hivemind experiments, carried out during Augustine’s tenure as chief roboticist. Most assume these experiments are what lead her to produce the Cruciforms in secret and then take a small number of trusted colleagues, an unknown amount of unpublished research, and several key pieces of scientific equipment to leave the Institute in 2605.&lt;br /&gt;
===First Exodus===&lt;br /&gt;
&amp;lt;small&amp;gt;“Some claim the nature of Augustine’s revelation was eternal; that the Church as is appeared, in full, in her head at the moment of prophecy. This is nonsense. If it were true, we would not require her leadership; merely her instruction. The revelation of the Absolute is ongoing and temporally mediated. From the spacers, we learned never to abandon a fellow, never to discard what might be reused, and to keep the decks spotless.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was at this time that Augustine had her revelation, stumbling upon the Absolute while attempting to chart out a system of divine mathematics, and founded the earliest form of the Church of the Absolute. She and her disciples fled from the core worlds, where they were persecuted as thieves, and lived for a time among long-haul space traders. This flight, the First Exodus, is where the Church grew in earnest, syncretizing with the spacers’ existing beliefs and cultures and attracting numerous converts intrigued by Augustine’s call to a return to selfless, communal living. This is also where many of the Church’s technologies were invented and perfected; biomatter technology began as an effort to improve their ship’s recycling systems, and Church weapons were invented to protect the faithful from the pirates that plague trade in frontier sectors.&lt;br /&gt;
===New Byzantine===&lt;br /&gt;
&amp;lt;small&amp;gt;“The alderman of New Byzantine was an atheist until his dying breath. I don’t think he much liked Augustine as a person, either; he was a hard drinker and a gambler and a libertine. But whether or not he believed it, the Absolute showed him the truth; that the Church of the Absolute was the best hope for his community.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The First Exodus ended when Augustine brokered an agreement with the independent frontier world of New Byzantine in 2630 to host her growing congregation in exchange for access to their advanced technology and deep labor pool. While some groups remained in SolFed space or on long-haul traders, unable or unwilling to heed Augustine’s call, most of the Church descended to New Byzantine in that year. Locals, at first cautious of the new faith, quickly came to understand the benefits it brought to them— both the economic improvements it brought to their agriculture and manufacturing sectors, and the order and stability it brought to their chaotic lives. &lt;br /&gt;
&lt;br /&gt;
Conversions skyrocketed in those years, as did the population of New Byzantine. The Church grew larger and its technology and structure more sophisticated. The Paths formed and their Cruciforms distinguished. They sent missionaries to other frontier worlds, returning with converts, pilgrims, and trading partners. The Church’s holy texts were edited and distributed. Over time, the Church and New Byzantine’s civil authority began to merge as the faith came to shape the daily life of every person on the planet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Tyranny is the greatest sin. It is the assertion of temporal authority, backed by violence, over spiritual authority, backed by justice. It must always be opposed.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Within a few years of the New Byzantine agreement, SolFed forces began to oppose the Church in earnest. Large police actions were organized to apprehend Augustine Browne, criminal thief, and the tax-dodgers, draft-dodgers, smugglers and runaways that made up her congregation. The Church was declared a cult, membership criminalized, and those sects still existing close to Sol driven underground or eradicated. The first two raids by SolFed’s police against New Byzantine itself, however, met with two crushing defeats at the hands of cruciform soldiers with Church weaponry.&lt;br /&gt;
&lt;br /&gt;
Then SolFed sent in the fleet, and New Byzantine was conquered in 2643.&lt;br /&gt;
===Second Exodus and Nadezhda===&lt;br /&gt;
&amp;lt;small&amp;gt;“With Moses, as HaShem, you hardened Pharaoh&#039;s heart. Why now, with me, must you harden Nakharan’s?” — Lesser Word of Augustine (apocryphal) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Second Exodus brought the faithful who survived SolFed’s conquest and escaped SolFed’s justice, Augustine included, back to the long-haul ships that had once been their home. Now crowded with refugees and lacking in trading partners, the aging ships struggled to sustain the flock. The Church’s technology could stretch what little they got from covert supporters and far-flung monasteries, but eventually there would be no loaves left to multiply. &lt;br /&gt;
&lt;br /&gt;
In desperation, Augustine reached out to her old friend Nakharan Mkne, hoping that his power and influence could protect her flock. He instead rejected her, accusing her of stealing technology that rightfully belonged to him. Her altercation with Mkne, however, brought her face to face with Lonestar Shipping’s Robert Ryan, who agreed to allow her Church a seat on the Nadezhda Council in exchange for her assistance in founding a new colony free from Solar interference.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Persistence has merit.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Bluespace Crash came shortly after Nadezhda’s founding, with many faithful seeing it as indisputable proof of divine intervention. Opinions are divided on whether it came to protect the Church from further harm, to punish SolFed for their wickedness and greed, or for a more inscrutable divine purpose. Augustine herself remains silent on the issue. In the years since, the Church has worked to make Amethyn a world to rival New Byzantine, but their efforts have been hampered by isolation, mistrust from Nadezhda’s other factions, struggles against pirates, the hivemind, and Excelsior, and a waning sense of vitality in the Church’s institutions. Only time will tell how the Church will adapt to this new world.&lt;br /&gt;
&lt;br /&gt;
=Technology=&lt;br /&gt;
&amp;lt;small&amp;gt;“It is a virtue to hold to the truths of the world. Yet; truth must be tempered with faith. The truth does little good when in the hands of one determined to use it for ill.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Church uses a wide array of unique technology, much of it constructed through or powered by the cruciforms of its believers and most of it incorporating the spongy formations of polypotent stem cells known as biomatter. The specifics of Church technology are known to only a few, with their innermost secrets held by Augustine alone. &lt;br /&gt;
===The Numericals===&lt;br /&gt;
The Numericals are the division of the Church concerned with new technologies and with research into concrete expressions of divine will. They are few in number, many of them Augustine’s former colleagues from her Soteria days. They work in religious isolation, away from the prying eyes of the secular world, and under the direct supervision of Augustine herself. By their hands were the biolathe, the obelisks, and even the Church’s firearms designed.&lt;br /&gt;
&lt;br /&gt;
===The Cruciform &amp;amp; Litanies===&lt;br /&gt;
&amp;lt;small&amp;gt;“I have seen it. Prosthesis not of body but of soul, the sickness of our age made well by technology. Imagine what people might become when we are finally made whole again! But I can never tell him. He would see only power.” — The Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even the Numericals do not know the inner workings of the cruciform implant, though they have designed modules, litanies, and variations of it. The means by which it powers itself, and by which it transforms that power into effects on the body, mind, and material world, was created by Augustine in a moment of revelation, with all records of its development purged, and even Augustine claims the machine works only through the will of the Absolute. &lt;br /&gt;
&lt;br /&gt;
The cruciform relies on ritual prayers called litanies to activate its functions; the prayers must be spoken precisely and exactly, but they also require a certain mindset in their speaker. Litanies can also fail because the cruciform’s internal power is too weak to activate them, or because the litany itself has timed safeguards preventing the faithful from overtaxing themselves, their cruciform, or the Church facilities that supply them.&lt;br /&gt;
&lt;br /&gt;
===Biomatter===&lt;br /&gt;
&amp;lt;small&amp;gt;“The biomatter used in industrial machines common in SolFed hydroponics is, indeed, a precursor to the substance we rely on, but it is not the same thing. Our faith and artifice sanctifies biomatter into a safer and more generally useful form, like the transubstantiation of bread into sacred host.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Less sacred than cruciforms but arguably even more key to the Church’s success is their second great innovation, biomatter technology. Church biolathes and industrial bioreactors can reduce almost any organic material— trash, produce, corpses— into useful sheets of biomatter. Even heathens, in possession of biomatter and a lathe capable of working it, can use it to produce any number of products from food to medicine to weapons. The Church’s Vectors, through their litanies, can shape it into those forms and more; golems and obelisks and industrial machines. Unprocessed biomatter can be extremely dangerous to work with, and is the reason the work vestments of Church Vectors include a gas mask and full body coverage.&lt;br /&gt;
===Golems===&lt;br /&gt;
&amp;lt;small&amp;gt;“Brynn. Creature of tesselating, fractal, self-referential mathematics. Machine-and-machine-and-machine mind. You must be an angel, if you aren’t a devil.” — Lesser Word of Augustine (apocryphal)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Golems (or Glamim, for those who prefer the Hebrew plural) are automatons shaped and powered by faith in the Absolute. They are almost unique among the Church’s sacred technologies because they were not produced by the Numericals; rather, they were designed by a Grayson AI named Brynn, for the Church, as a gesture of good will. They are an overtly military product, similar in many ways to the security robots Grayson already produced, but sanctified through their connection to the Cruciform and sacred biomatter. Many believe they have souls, and none believe they should be squandered.&lt;br /&gt;
===Weapons and the Testament===&lt;br /&gt;
&amp;lt;small&amp;gt;“The earliest weapons produced by the Church weren’t sacred. We were making what we knew to make, because we ran the factories, because Augustine stole the factories from Soteria. No more holy than a biolathe steak. The sanctification came later, when they started to become understood as the weapons of our martyrs.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The mainstay of the Church’s security remains Vectors wielding weapons produced by the Testament, a somewhat autonomous arms-dealing wing of the Church. The Testament produces high-quality medieval-style melee weapons like swords and spears, and a small number of ballistic pistols, but is best known for their cheap, efficient, and hard-hitting plasma and laser rifles. Most of their most famous designs fall within the Old Testament, weapons designed before the Second Exodus and especially during the Church’s stay on New Byzantine; many of the designs in the more recent New Testament are more experimental and unusual.&lt;br /&gt;
&lt;br /&gt;
The Testament is something of a contentious feature within the Church. Many believe that the wanton violence arms-dealing permits should be seen as anathema to the Church’s values; many argue that a Church that cannot protect itself is not long for the world. Augustine remains silent.&lt;br /&gt;
&lt;br /&gt;
===Mysteries===&lt;br /&gt;
&amp;lt;small&amp;gt;“The Absolute provides.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Even accounting for the dealings of the Testament and their less militant counterpart in the Saints, much of the Church’s wealth remains unaccounted for. Some is explained by voluntary charitable donations by the faithful; some by dealings with other colony factions. Much remains. The Absolute is said to be capable of manifesting valuable material out of quantum foam, and this is often offered as an explanation for the Church’s finances, but Augustine only says, “The Absolute provides.”&lt;br /&gt;
&lt;br /&gt;
=Structure=&lt;br /&gt;
===Senior Leadership===&lt;br /&gt;
&amp;lt;small&amp;gt;“She is the Cartographer because she charts the divine mathematics, leaving a map for us to follow. She is the Prophet because the Absolute reveals itself to her eyes, and hers alone in our age. She is Augustine, because she is mortal like any of us, and not so egotistical as to reject a mortal name.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The absolute authority on matters of faith and law within the Church of the Absolute is Augustine Browne. Early in the Church’s history, she was a very vigorous and energetic leader who made any number of proclamations. Now she is the aging leader of a mature institution, and remains deliberately silent on some of the Church’s most pressing debates, spending her effort on diplomacy with the other factions and on her work among the Numericals.&lt;br /&gt;
&lt;br /&gt;
Under Augustine are the Fundamentals, the leaders of Church divisions and the foremost Primes under her guidance. Church doctrine maintains that in the event of her death, the Absolute will elevate one of the Fundamentals to the place of the Cartographer. They are rarely seen in the colony’s upper levels, focusing instead on their duties in the lowers or in distant monasteries.&lt;br /&gt;
===Primes &amp;amp; Vectors===&lt;br /&gt;
The day-to-day operations of the Church are directed by Primes, experienced clergy trained in Absolutist doctrine, ritual, and theology. Some Church institutions have one resident Prime; others, like the Church’s upper-level facilities, have many, rotating between them situationally and as they are free from other responsibilities. Primes are both practical managers and spiritual leaders, capable of responding to any situation in a way in keeping with their understanding of the faith.&lt;br /&gt;
&lt;br /&gt;
The Church’s lower-level clergy are the Vectors. Vectors, like Primes, are trained in theology and ritual; unlike Primes, Vectors are not required to preach the faith or provide spiritual counseling to believers. This varies; some Vectors are as capable of leading the flock as the most veteran Prime, and might be Primes themselves in another place or time. Other Vectors are reduced to quoting the Catechism whenever faced with even basic questions about Church position. What unites all Vectors is their willingness and ability to act directly as the Church’s hands and feet, and to serve the Church in their daily lives.&lt;br /&gt;
===Scalars and Fractals===&lt;br /&gt;
&amp;lt;small&amp;gt;“Before New Byzantine, all the baptized were co-equal. Augustine’s promulgation of the Vector/Scalar divide was perhaps her most controversial judgment. Many worried that Scalars, living and working outside of the Church, would naturally drift away from spiritual life and towards worldly affairs. But the word of the Prophet is Absolute.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Scalars are adults with cruciforms who live and work outside of the Church. While not directly employed by the Church, lacking formal theological training, not considered clergy, all those who bear a cruciform are expected to use it to perform good works. Scalars serve the divine by employing litanies for their friends and neighbors in their daily lives, and are usually still deeply invested in religious life.&lt;br /&gt;
&lt;br /&gt;
Fractals are members of the church who have not been given a cruciform, whether for age, health, time in the church, insufficient devotion, lack of need, or lack of desire. While lacking the Church’s most central implant, Fractals are still full members and are still expected to comport themselves as members of the faith.&lt;br /&gt;
&lt;br /&gt;
=Paths=&lt;br /&gt;
The Paths originated as special religious orders during the New Byzantine era. They were people called to specific religious vocations, with variant cruciforms empowered to serve that vocation. Over time, they picked up specific theological positions within the Church; different answers to questions Augustine leaves undecided. In the wake of the Second Exodus, they changed again. While still vocational, membership requirements became much less stringent, and most faithful pledged themselves to one Path or another. Today it is much more common to be a member of a Path than not.&lt;br /&gt;
&lt;br /&gt;
Each Path has access to special litanies and specialized cruciforms, but it comes with a price. Each Path demands more from its adherents than the Church itself; usually a rite they must perform regularly and a ban— a behavior or practice the Path absolutely shuns.&lt;br /&gt;
&lt;br /&gt;
==[[File:Cruciform.png]]Tesselates==&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Tesselates must regularly provide personal, specialist medical care to heathens and faithful alike. Putting a bandaid on a scrape doesn’t suffice; neither does running a hospital if you’re not treating patients yourself.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Tesselates must not harm anyone who has not harmed them, and must always accept a ceasefire if it is offered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“The Tesselates say: one cannot serve two masters, life and death. The Prophet affirms the Ban but takes no overall position.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Tessellates are physicians and faith-healers. Their cruciforms grant them the power to close wounds and purge toxins at a word. Their roots are in the earliest days of the New Byzantine era, where they began as a wing of the Church dedicated to improving the frontier colony’s overtaxed healthcare system. They formed in sharp ideological opposition to the Divisors, drawing on religious teachings from Jainism and Christianty to argue that violence is the root of evil, and from Judaism and Buddhism to argue for the importance of healing the world.&lt;br /&gt;
&lt;br /&gt;
While much of their ideological tension with their counterparts has faded, and their positions have become more nuanced, they still hold to the belief that the Absolute desires a world of peace. On other theological questions, they tend to be neutral, seeing debates on the nature of the bluespace crash, the sanctity of golems, and even the structure of the church as distractions from the work of healing the world.&lt;br /&gt;
&lt;br /&gt;
Tesselates do not distinguish between heathen and faithful in their work. They believe that it is holy to heal the ailing regardless of their professed creed, but there are also practical benefits to this policy. Many have converted shortly after a Tesselate’s litany saved their life. For this same reason, Tesselates are heavily involved in the Church’s charitable works, with most Tesselate Vectors offering their services free of charge.&lt;br /&gt;
&lt;br /&gt;
==[[File:Cruciform.png]]Divisors==&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Divisors must routinely stand guard at the Absolute’s holy sites and cleanse them of any hostile influence. Actually fighting is not necessary, but Divisors must be prepared for it.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Divisors must never flee from a foe that threatens others. Running away when alone is permissible, as are orderly tactical retreats, but allowing others to take on harm for your cowardice is forbidden.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“That thing... black-on-black and faces and eyes. I haven’t slept soundly since... it must be destroyed. We must have soldiers for it. He doesn’t know about it. I could use them. I must use them. There is no other path I can see.” —  Lesser Word of Augustine (apocryphal)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Divisors are the first Path, and some believe their litanies and structure were fixed in Augustine’s mind at the moment of revelation. They grew organically out of the security forces of the First Exodus’ long-haulers, their cruciforms a gift bestowed on veterans and martyrs which was later expanded to all who served the Church by force of arms. Their litanies give them access to the church’s armory, strengthen them, and make them vigilant against threats.&lt;br /&gt;
&lt;br /&gt;
Divisors view themselves as servants of the Church structure, defenders of the faithful and the defenseless, and guardians of the Church’s sacred places, and believe that the Church remaining well-armed is essential for protecting the faith against tyranny and monsters like the hivemind. As a rule, they value justified authority and place a great deal of importance on the hierarchies and temporal power of the Church as the ultimate justified authority.&lt;br /&gt;
&lt;br /&gt;
On matters theological the Divisors tend to be pragmatic, valuing orthodoxy, tradition, and faith in the Church. Many of their positions draw from Catholicism and Islam’s arguements for the importance of strong centralized leadership. Unsurprisingly, they are major supporters of the Testament.&lt;br /&gt;
&lt;br /&gt;
==[[File:Cruciform.png]]Lemniscate==&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Lemniscates must preach. This can take the form of formal sermons delivered as a Prime or Vector, interpersonal conversation about their faith, or even the production of art expressing religious values.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Lemniscates must not knowingly deceive another through lies. Blunt refusals to answer questions, incomplete answers, stories and jokes are all permissible, but outright falsehoods are not.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Among the earliest forms of divine mathematics is gematria; sums and manipulations on the values of the letters of the names of God. By extension, all language partakes of the mathematical forms of divinity. This is why Lemnsicates do not lie; for those called to speak for the Absolute, to write falsehoods into its flesh is abomination.” — Catechism &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Lemniscate Path was the first to be founded as a deliberate religious movement; perhaps expected for a Path so conscious of their own nature. They sprung up as part of Augustine’s missionary push at the height of the New Byzantine period as an order of preachers, poets, and expert theologians, creating new churches throughout the local frontier and establishing trade ties with other worlds. Their litanies make them fast and untiring; well-supplied with food, drink, and medicine; and perhaps most importantly, able to bolster the spirits of their fellows with a word.&lt;br /&gt;
&lt;br /&gt;
Once best known for their missionary work, Lemniscates serve the church in a number of capacities. While many Lemniscate Vectors take up formal positions of Church leadership to fulfill their Rite, others believe that the best way to fulfill their Rite is to live as Absolutists among heathens and speak to them as equals. Many Lemniscate Scalars become artists or writers of nonfiction, and the Church employs some Lemniscates to write theology, religious histories, sermons, and formal Church communication. &lt;br /&gt;
&lt;br /&gt;
Lemniscates famously love to debate, drawing inspiration from Jewish and Islamic practice. While they’re as likely as any member of the Church to agree with Augustine’s explicit words, in areas of ambiguity they tend to be fractious, argumentative, and highly opinionated. As such, there is no unified position among Lemniscates on any of the Church’s major unanswered questions, and many Lemniscates have a pet issue or two they feel very passionate about.&lt;br /&gt;
&lt;br /&gt;
==[[File:Cruciform.png]]Monomials==&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Monomials must spend several hours a day in meditation. The form differs from Monomial to Monomial; silent contemplation, chanting, and fasting are all common.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Monomials must not drink alcohol (except Cahors), smoke, or take painkillers or medical stimulants. Hallucinogens are acceptable; caffeine is permissible but discouraged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Pain is just pain.” — Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Monomials are ascetics and monastics, dedicated to spiritual self-improvement and pure living. They emerged first in the New Byzantine era, among those living in the Church’s far-flung frontier monasteries, and requested extra litanies of strength and peace to survive in such isolation. Fairly uncommon for most of the Church’s history, many of them survived in distant monasteries where other Paths died on New Byzantine and bolstered the Church’s numbers during the Second Exodus.&lt;br /&gt;
&lt;br /&gt;
To be a Monomial is to be distant from worldly affairs. Most Monomials are Vectors who rely on the Church to support their lifestyle, though some Scalars exist, often employed in hard manual labor. Within the Church, Monomials are most often found where few others are found; outposts, archives, and the crew of sleeper ships. On Nadezhda itself they can be found tending to the Church’s gardens or sorting tirelessly through salvage.&lt;br /&gt;
&lt;br /&gt;
Monomials draw their from the monastic traditions of a number of religions, including Catholicism and Buddhism. They believe that a life dedicated towards contemplation of the self and the Absolute is holy, and many believe their lifestyle helps strengthen the presence of the Absolute in the world. They are the Path most likely to accept as divine intercession what others would call coincidence or free will; they tend to be fatalistic and strive to accept the world’s hardships as lessons from the Absolute.&lt;br /&gt;
&lt;br /&gt;
==[[File:Cruciform.png]]Factorial==&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; Factorials must maintain, upgrade, and distribute Church technology, especially the bioreactor, biogenerator, and biolathe.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; Factorials must never use technology from outside the Church in lieu of holy designs without first sanctifying them with Church modifications. Exactly how flexible this is varies from Factorial to Factorial, but all agree that Church arms, armor, and biolathes must be used if at all possible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“In truth, the Factorials were always with us, in the sprawling mazes of engine rooms and factories. The only unexpected thing is how long it took them to formalize. The Catechism claims it took the fall of New Byzantine for the appropriate revelations to be made manifest; I think it was just politics.” — To the Limit &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While the Church has always had engineers and technicians, the Path of the Factorial only formed during the Second Exodus. Their litanies are some of the most technically complicated, giving them access to prototype tool modifications, allowing them to power technology on faith alone, and letting them heal wounded metal as Tessellates heal flesh.&lt;br /&gt;
&lt;br /&gt;
Many Factorials come to the Path because they already work with machines and technology, and feel called to do more, and to do so more efficiently. Others, however, come to the Path because they are already interlinked with technology; cyborgs and androids make up a significant portion of the Factorial Path. Few are drawn in by Factorial theology unless they already have an important relationship to tech.&lt;br /&gt;
&lt;br /&gt;
Factorial religious influences are unusual among the Paths; they draw on Shinto animism, neo-pagan ideals of self-transformation, new-age techno-gnosticism, and even the traditional beliefs of the Opifex. They treat technology, especially Church technology, as intrinsically holy, and believe they have souls. They have adapted quickly to the strange technological landscape of Amethyn and are quick to offer religious explanations for its various anomalies and relics.&lt;br /&gt;
&lt;br /&gt;
==[[File:Cruciform.png]]Vinculum==&lt;br /&gt;
* &#039;&#039;&#039;Rite:&#039;&#039;&#039; None.&lt;br /&gt;
* &#039;&#039;&#039;Ban:&#039;&#039;&#039; None.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Once, I felt my work with Nakharan and the others was like parallel computation; each problem broken up, solved in isolation, and combined at the end for a marvelous result. But more and more... must I carry this alone? Must I find the limit of this sequence one value at a time? Oh, God; I cannot bear it. ” — Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Vinculum” isn’t a Path; rather, it is the standard Cruciform design for those baptized without a Path, sometimes used to refer to Church members outside of a path more generally. Before the Paths became entrenched in Church society, as many as 90% of believers were Vinculii; now they are a minority.&lt;br /&gt;
&lt;br /&gt;
Most modern Vinculii are Scalars who don’t feel called by any particular Church vocation. They are generally a little more independent of the Church than other Scalars. Most new converts are Vinculii for a time, easing into Church life without dealing with the complications of Rites, Bans, and Path politics.&lt;br /&gt;
&lt;br /&gt;
Much rarer are Vinculum Vectors. Some are just extraordinarily humble, attempting to serve the Church without becoming entangled in complex theologies or demanding rites. Most are the opposite— extremely opinionated and well-read individuals who cannot fully endorse the perspective of any one Path. Augustine herself walks none of the five Paths, and Vinculum Vectors are often consciously attempting to follow in her footsteps.&lt;br /&gt;
&lt;br /&gt;
Some Vinculii are part of religious movements attempting to become full-fledged Paths in their own right, and might follow unofficial Rites and Bans from that movement. Only production of a modified cruciform and sanction by Augustine can elevate a movement into a Path, but organizing and living according to their values is considered a good way to draw her attention.&lt;br /&gt;
&lt;br /&gt;
=Sin and Penance=&lt;br /&gt;
&amp;lt;small&amp;gt;“The Church acknowledges the existence of the moral uncleanliness called sin, which distances the soul from the Absolute.” — Catechism&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sin is a contentious topic within Absolutism, with different schools of thought as to exactly when poor behavior becomes sinful and exactly what ought to be condemned. The broad strokes, however, are generally agreed upon: Absolutists are humble, charitable, compassionate, and thoughtful; they abstain from arrogance, greed, cruelty, and the excesses of the flesh. Absolutists also agree that some sins are venial and can be put right by penance, while others are mortal and can only be put right by divine intercession.&lt;br /&gt;
&lt;br /&gt;
===Venial Sin===&lt;br /&gt;
&amp;lt;small&amp;gt;“At first, the heathens of the space freighters feared the readiness of Augustine and her apostles to wield pain; the mortification of the flesh, yes, but even the pure pain of Atonement was seen, understandably, as a frightening and dangerous tool. But as we came to trust her, too did we understand her maxim: Pain is just pain.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The venial sins encompass general un-Absolutist behavior such as publicly acting in a way that shames the Church, puts others at risk, wastes resources, or corrodes the spiritual health of the community. They also encompass violations of a Path’s Ban or neglect of its Rite. Penance for venial sins is done at the discretion of a presiding Prime or Vector. Usually, the faithful will seek out a Prime and ask to confess and seek penance, but the Prime also has the authority to demand penance for extremely bad behavior.&lt;br /&gt;
&lt;br /&gt;
Confession sometimes suffices as penance for very minor venial sins, but in most cases a penance of pain will be assigned. The Prime or Vector administering the penance will read the Atonement litany over the sinner, causing them to experience severe, debilitating, but ultimately harmless pain. The litany might be repeated, even until the point the sinner loses consciousness, in the case of particularly stubborn sins. Absolutists believe that the pain of Atonement is a cleansing, healing experience; as a result, use of the Atonement litany is permitted even to Tesselates. &lt;br /&gt;
&lt;br /&gt;
Sometimes more creative or old-fashioned penances are assigned, such as whipping, enforced prayer, or hard labor. These are permitted, but must be commensurate to the nature of the sin and always conducted in accordance with Church values. Sinners are usually given a choice between the Atonement litany and these less-standard punishments.&lt;br /&gt;
&lt;br /&gt;
Extreme venial sin, or the abuse of official powers or litanies, can lead to the demotion of a Prime, the defrocking of a Vector, or the temporary removal of a Scalar’s cruciform. Vectors found to have egregiously or repeatedly committed even minor crimes (assaults, thefts) against members of the Church, or who have damaged the relationship between the Church and other factions, are generally dismissed from their position before it can erode public trust and faith within the Church. Likewise, extreme negligence of a Path’s Rite or Ban might lead to removal from that Path. This is not excommunication, but internal disciplinary action within the Church hierarchy; those so punished might hope to reverse the punishment without Augustine’s intervention.&lt;br /&gt;
&lt;br /&gt;
===Mortal Sin &amp;amp; Excommunication===&lt;br /&gt;
&amp;lt;small&amp;gt;“The first time an Absolutist murdered another was March 10th, 2606. The case, and the culprit, were brought before the Prophet. Was it right, they asked, to execute the murderer as we had always done when she bore the Absolute’s cruciform? ‘No,’ said the Prophet, before speaking a litany none had ever heard. The murderer’s cruciform detached. ‘Having resolved that matter: do as you will with the heathen.’” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Mortal sins are unforgivable, save through the intervention of the Divine. A person known to have committed such sins after being baptized cannot remain a member of the Church. Augustine Browne personally authorizes every excommunication, and excommunications can only be lifted by her command.&lt;br /&gt;
&lt;br /&gt;
An excommunicated person has any cruciform removed, by force if necessary, and recovered for disposal by the Church. They are not allowed to receive another, or to be considered a member of the Church in any capacity (even as a Fractal), or to be employed directly by the Church in any form. During the First Exodus and New Byzantine eras, excommunicated people were social pariahs, refused access to any Church services at all. In the present day, the Church does not officially shun the excommunicated, though individual Absolutists might choose to do so.&lt;br /&gt;
&lt;br /&gt;
The mortal sins in Absolutism are:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Abomination:&#039;&#039;&#039; The unsanctioned modification of a cruciform; cruciform modifications produced by the Numericals are sanctioned.&lt;br /&gt;
* &#039;&#039;&#039;Apostasy:&#039;&#039;&#039; The unsanctioned transfer of Church technological secrets, especially working cruciforms, to another organization. Absolutist design disks are sanctioned.&lt;br /&gt;
* &#039;&#039;&#039;Sacrilege:&#039;&#039;&#039; The knowing installation of a cruciform onto a nonbeliever or excommunicated person.&lt;br /&gt;
* &#039;&#039;&#039;Simony:&#039;&#039;&#039; To profit from the sale of cruciform installations, repairs, concecrations, and other core religious services of the faith. Selling church products, like guns or clothing or medkits, or charging a reasonable wage for one’s labor, are both permitted.&lt;br /&gt;
* &#039;&#039;&#039;Heresy:&#039;&#039;&#039; Knowingly advocating for mortal sin, or denying the religious authority of the Prophet.&lt;br /&gt;
&lt;br /&gt;
There is also the special case:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lawlessness:&#039;&#039;&#039; Conviction of an exceptional offense or higher as a Vector or Prime. As part of an agreement between the factions of Nadezhda, such a person is to be automatically excommunicated. Reversing an excommunication due to lawlessness requires the conviction first be overturned; it is otherwise non-negotiable. Augustine refuses, categorically, to consider reversing excommunication due to lawlessness. Lawlessness encompasses a number of offenses, such as murder and rape, that were once considered seperate mortal sins.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This means that once excommunicated, a character can never rejoin the church.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;“Some claimed the Prophet lowered herself by accepting the judgment of the Provost Marshal regarding civil excommunication. Ironically, they found themselves guilty of the mortal sin of heresy. Augustine simply allowed the Church to grow around the civic structures at Nadezhda as she had at New Byzantine; and in showing our willingness to work with the others, flatly punctured Mkne’s cries of ‘theocracy’.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Enemies of the Church=&lt;br /&gt;
===The Hivemind===&lt;br /&gt;
&amp;lt;small&amp;gt;“I have seen the face of evil in the world, just as surely as I have seen the face of God.” — Word of Augustine&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Hivemind is a twisting, cancerous monstrosity of flesh, metal, and psionic energy, and is of special significance for Absolutists. Many believe it was the Soteria experiments that created the Hivemind that first set Augustine on the path of the Church; footage contemporary with the experiment shows Augustine using a prototype cruciform to very nearly destroy it. The exact nature of the Hivemind, and the reason for Augustine’s marked hatred towards it, remains a subject of debate and study. &lt;br /&gt;
&lt;br /&gt;
While recent events have reduced it to small, scattered pockets incapable of coordination, the Church remains vigilant against the threat is poses. Faithful of all Paths are expected to put the Hivemind to the sword whenever it emerges; whether by fighting it directly, or by assisting those who do. Extremely serious outbreaks might prompt local Primes to call for a Crusade, bolstering their efforts with specialized weapons and armor.&lt;br /&gt;
&lt;br /&gt;
===Carrions===&lt;br /&gt;
&amp;lt;small&amp;gt;“Carrions plagued our ships long before Augustine came to us; and without her, they might have plagued them forever. But the Cruciform protects the mind from ungodly influence, and Augustine’s prayers for guidance and clarity were answered each time we repeated them. Some say that no Carrion escaped the Absolute’s judgment. Certainly their days are numbered.” — To the Limit&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Intelligent, spider-like creatures capable of wearing unbaptized bodies like suits of armor, Carrions treat intelligent beings as prey to be hunted down and consumed. Augustine declared Carrions incapable of salvation early in the First Exodus, created litanies to identify hidden Carrions, and demanded that they be killed whenever exposed. Divisors have an improved version of those early hunting litanies, and are called on to put the Carrion to hunt whenever it shows itself&lt;br /&gt;
&lt;br /&gt;
===Psionic Monsters===&lt;br /&gt;
&amp;lt;small&amp;gt;“How did you go so far astray? What happened to the man I used to know? Will you forever reject the salvation the Absolute offers you? I cannot believe what you have become.” — Word of Augustine &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The exact nature of Deep Maintenance is unknown both to science and to the Church, but Augustine has called for vigilance against the near-mythical, surreal creatures that live therein. Seemingly contained to Deep Maintenance for the time being, they are not considered an active threat; but as unnatural products of deeply cruel science, many in the Church see killing them as a holy act, healing a wound in the universe of the Absolute. Divisors and Monomials especially make frequent expeditions therein, often supported by the rest of the Church, and any outbreak of Deep Maintenance into the upper colony levels is to be treated as seriously as a Hivemind outbreak.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Unanswered Questions In Absolutism=&lt;br /&gt;
* What caused the Bluespace Crash?&lt;br /&gt;
** Augustine declined to answer.&lt;br /&gt;
* What is the nature of the soul?&lt;br /&gt;
** Augustine says, “unanswerable, though better approximations might exist.”&lt;br /&gt;
* When does a mind become a person?&lt;br /&gt;
** Augustine declined to answer.&lt;br /&gt;
* What is the nature of sin and virtue?&lt;br /&gt;
** Augustine says, “the answers are to be found earlier in the sequence”, i.e., in older religions.&lt;br /&gt;
* Which parts of which old faiths should be considered part of the Absolute?&lt;br /&gt;
** Augustine has provided several partial answers, but nothing exhaustive.&lt;br /&gt;
* Why has the Absolute revealed itself in full in this age?&lt;br /&gt;
** Augustine says, “the answer has yet to appear in our time.”&lt;br /&gt;
* Who will lead the Church when Augustine dies?&lt;br /&gt;
** Augustine says, “the will of the Absolute will be manifest at that time” but refuses to give specifics.&lt;br /&gt;
* What sections, if any, of the apocryphal text “The Lesser Word of Augustine” were written by Augustine Browne?&lt;br /&gt;
** Augustine has not been publicly asked the question.&lt;br /&gt;
* Should the Church continue to operate the Testament?&lt;br /&gt;
** Augustine declined to answer.&lt;br /&gt;
* What is the nature of the hivemind?&lt;br /&gt;
** Augustine’s writings imply it has some special significance, but she refuses to clarify.&lt;br /&gt;
* What is the nature of the cruciform?&lt;br /&gt;
** Augustine has declared it a “holy mystery”.&lt;br /&gt;
&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Humans&amp;diff=2685</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Humans&amp;diff=2685"/>
		<updated>2022-08-21T00:07:51Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Reverted edits by Bigwilsonjanninare (talk) to last revision by TooFewSecrets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Quick-Start Guide===&lt;br /&gt;
* Humans represent the base line of all species and have the benefit of their well known toughness and broad set of skills. All humans gain +2 to every stat. An extra +3 can be gained if their homeworld is chosen in character setup, at the cost of being less tolerant to drugs and more likely to get addicted to them.&lt;br /&gt;
* [[Perks|Perk]]: Humans gain the perk &amp;quot;Tenacity&amp;quot;, which allows them to stabilize and heal a small amount (equal to 5u of tricordrazine) every 15 minutes. Also comes with a very weak painkiller effect. Can be used even while fully unconscious.&lt;br /&gt;
* Perk: Humans 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 damage for about a minute, every 30 minutes. The strain of this effect however will make the user exhausted and may cause them to pass out as a result. This is more effective against suffocation and poison than it is against standard injuries. Has a moderate painkiller effect. Can be used even while fully unconscious.&lt;br /&gt;
* Perk: Humans gain the perk &amp;quot;Inspiring Battlecry&amp;quot;, which allows them to boost the combat stats of any non-deaf person in sight by 10 points for 2 minutes, every 30 minutes.&lt;br /&gt;
&lt;br /&gt;
=Humanity and the Terran Federation=&lt;br /&gt;
==General Overview==&lt;br /&gt;
The Terran Federation is the pre-eminent power of known space, encompassing thousands of star systems spread across the Orion Spur, several different alien races, and multiple semi-autonomous states beneath its banner. Established from the old order of Earth’s nations, following economic collapse in the efforts to terraform Mars, the Federation serves as the united political will of humanity, and the other species under its influence. The terran federation may also be referred to as the Sol federation, the names are interchangeable.&lt;br /&gt;
===Statistics===&lt;br /&gt;
* Population: 348.5 Billion (Est.)&lt;br /&gt;
* Human: 313.3 Billion&lt;br /&gt;
* Human: 235.7 Billion&lt;br /&gt;
* Abhuman: 77.6 Billon&lt;br /&gt;
* Kriosan 8.6 Billion&lt;br /&gt;
* Akula: 7 Billion&lt;br /&gt;
* Sablekyne: 6.9 Billion&lt;br /&gt;
* Cindarite: 5.5 Billion&lt;br /&gt;
* Naramad: 3.4 Billion&lt;br /&gt;
* Opifex: Minimal&lt;br /&gt;
* Cht’mant: Unknown&lt;br /&gt;
* Government: Citizen&#039;s Republic&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Founding and the Unification Wars===&lt;br /&gt;
The Federation’s history reaches back to the strife of the 23rd Century following the completion of the Mars Terraforming Project. In the wake of the widespread societal and economic collapse, the disparate nations of Sol and Mars suffered further as the wealthiest members of society fled the Sol system for other colonies. With no other recourse, the civil strife grew increasingly violent, culminating in nearly a century of civil conflict across the Sol System. Pitting governments, corporations, and civilian groups against each other, the chaos eventually placed one group above all others: former military. Starting with these former soldiers safeguarding their communities and making decisions for the community, bringing order to the chaos, the trend of former military leadership spread rapidly. The early roots of the Terran Federation started in Europe and spread rapidly, coalescing into an increasingly complex government. By the end of the chaotic century, and by the time the first bluespace drive was developed in 2383, most Sol was brought under the control of the Terran Federation.&lt;br /&gt;
&lt;br /&gt;
To work toward recovery and seize necessary resources for home, as widespread shortages continued to plague Sol, resources that could be spared were poured into a new military-industrial complex and military production ramped up. The preparation for what would become the First Unification War lasted only a few years, but the results starting in 2387 were nothing short of astonishing. From 2387 to 2407, the Federation scored devastating victory after victory in the star systems surrounding Sol. These victories brought to heel the various colonies that had, for over a century, enjoyed independence while making a show of force that would spread across the stars. With this show of force, the Terran Federation became the pre-eminent power in known space and recovery in Sol was already well underway. Despite this, the Federation began what would become the Second Unification War.&lt;br /&gt;
&lt;br /&gt;
The Second Unification War, a much longer conflict, lasted from 2412 to 2562 and united the whole of the human diaspora beneath the banner of the Federation. Despite the name, much of the unification was peaceful as the reputation of the Federation now preceded them, and failure to submit would likely be met with extreme force. Or so it was presumed. Those that did resist were met with necessary force, not overwhelming. The inclusive nature of the Federation and the integration of each planet that joined eased the military burden on the Federation, and resources continued to flow across the growing nation. Shortages that once plagued Sol were now long gone, and Sol itself was prospering along with the new colonies.&lt;br /&gt;
With the end of the war in 2562, and immediate need for conflict now passed, the Federation was able to focus more resources than it had been on internal expansion, exploration, reconstruction, and terraforming efforts. The military-industrial complex, once a powerful part of the Federal economy, saw its importance wane as civilian products were prioritized, along with construction materials and everything else needed to better improve the Federation and its worlds. This era of internal expansion brought it with stability and integration of the far-flung colonies and settlements.&lt;br /&gt;
&lt;br /&gt;
==Era of Exploration and Contact==&lt;br /&gt;
But with this expansion, first contact with alien species was inevitable. The Mar&#039;qua made first contact with the Federation in 2567, and with it came a peace treaty and defensive alliance. Advanced Mar&#039;qua technology likewise flowed into the Federation, while the Federation aided the Mar&#039;qua in protecting their borders. The relationship with the Mar&#039;qua was, and has, been somewhat distrustful. The Mar&#039;qua pay taxes to the Federaton and are effectively part of it, but maintain high levels of autonomy, rendering them effectively a tributary and not subject to Federal administration. This has also protected their otherwise backward society and structure, according to the Federation.&lt;br /&gt;
&lt;br /&gt;
Only a few years after the Mar&#039;qua, the Akula were contacted in 2572. For the next three years, human colonization and the supplying of weapons united the Akula under a pro-Terran government. However, the traditional elements of the Akula continue to cause issues to this day, and the failure to integrate into the largely egalitarian society of the Federation has resulted in the Uacillia System being treated as a semi-autonomous space. The standard administration of the Federation hasn&#039;t yet been able to get into the system, and by extension the system isn&#039;t privy to some of the same rights of the rest of the Federation. Those Akula that hold to more xenophobic and rigid views outside of their home system and homeworld are generally treated with some level of derision from the otherwise accepting Federation.&lt;br /&gt;
Contact with the tribal Naramad in 2580 posed one of the first challenges to the Federation, small as it might be. First contact with the Naramad started off rocky, with Naramad leaders attacking a Federal diplomatic team. Leveraging the fact that it was a defensive war, flimsy as the excuse might have been, the Mar&#039;qua were forced to fight a ground war to preserve the native economy. It had the ulterior motive of being done to get a demonstration of Mar&#039;qua technology, strategy, and tactics. The small force overwhelmed the comparatively large Naramad force over the course of months, and the Mar&#039;qua pulled out once the fighting was finished. The Naramad were, thus, the first species to be forcefully integrated to the Federation. The Chancellor of the Federation was removed in a no-confidence vote from the Senate once it came to light what had transpired and how it caused a rift with the Mar&#039;qua.&lt;br /&gt;
&lt;br /&gt;
In 2582, first contact was made with the Sablekyne by a corporation rather than the government&#039;s diplomatic corps. The dual influence of Oni LLC on the Southerners and the undocumented Gaelic settlers on the Northerners had a distinct effect on the society of the Sablekyne, in ways that the Federation wasn&#039;t particularly pleased with after the fact. The divisions between Northern Sablekyne and Southern Sablekyne However, given the problematic integration of the Naramad, the peaceful integration of the Sablekyne was welcome news. The ease of assimilation, due largely to the cultural shift, has turned the Sablekyne into a major species within the Federation.&lt;br /&gt;
&lt;br /&gt;
The next year, 2583, saw formal contact with the Opifex. Rumors of raiders and scavengers at the fringes of the Federation saw an increase in Navy patrols in areas where the attacks were reported. Contact wasn&#039;t able to be established in the few clashes with their ships, with attempts to capture being met with self-destruction when cornered. It took the Mar&#039;qua reaching out to formally make contact. Through the Mar&#039;qua, a non-aggression pact with the Opifex was negotiated and the attacks on the Federation itself ceased, and they turned to other groups instead.&lt;br /&gt;
After this rush of first contact scenarios, there was some surprise as no new contact was made for another 18 years. During this time, the newly integrated species saw populations move across the Federation, integrating in their new homes, and growing new populations that grow up effectively human. This has caused some tension among more traditional non-humans, but to the greater Federation the integration of these species, the lack of tension caused by it, and the contribution of their own culture to the areas they move to is treated as beneficial. The Sapient Service Act of 2586 formally opened Federal Service to all species with the same limited restrictions placed on humans. This merely put to law the rights of non-humans, while they had already been serving prior.&lt;br /&gt;
Contact with the Cindarite in 2601 was another example of a non-traditional contact. Smugglers had long been hiding goods on the planet due to the inhospitable environment following the nuclear war. These smugglers eventually made first contact with the Cindarite and used them for their own purposes. Eventually the Federation moved in, broke up the smuggling ring, and made formal first contact with the Cindarite. Given the positive relations with the smugglers, it eased the integration of the Cindarite into the greater Federation, similar to the Sablekyne nearly two decades before. To help move those that wished to leave their ruined home, the Cindarite were offered jobs across the Federation and are welcomed into Federal Service. Their widespread mutations and lack of any baseline, however, causes some issues but none that aren&#039;t easily rectified.&lt;br /&gt;
&lt;br /&gt;
Kriosan contact in 2605 brought another of the major species into the Federation. The rapid deployment of Sol forces to Krios brought to bear overwhelming firepower and forced the Kriosan leadership to negotiate. Most of the Lord Castellans of Krios refused to surrender to Sol and only a minority of the people pushed for joining the Federation. In the end, the short-term solution was to submit to Sol. The begrudging alliance brought some new resources to Krios as the Federation began to implement their administration. Such assistance quickly dropped off as rioting and violence began to rule the day. To reward the Kriosans for unrest was an irrational move, and so they were taxed and left to their own devices otherwise. Kriosan Police and Federation military forces fought to keep order amid the protests and rioting, but ultimately the Federation chose to ignore Krios entirely. The usual process of integration and establishing their administration was put on an indefinite hold while they were still forced to pay taxes and a minimal military presence was retained. Krios was effectively vassalized; a first for the Federation. Those that fled Krios to the rest of the Federation were still embraced as civilians and, later, citizens when they served.&lt;br /&gt;
&lt;br /&gt;
==The 27th Century and the Crash==&lt;br /&gt;
The next decades were a period of relative peace. The Federation had secured a huge swath of space, were expanding internally while explorers and intrepid pioneers headed beyond the borders to settle their own worlds, and the stability of the government and society contributed to an overall prosperous period. The only notable unrest remained on Krios, while the frontiers occasionally had minor uprisings by those that felt disenfranchised by the government. Most were put down easily. The Federation, as a true melting pot of both human and alien cultures, had an underlying weakness in allowing the free expression of ideas. Protest against authoritarianism, for universal suffrage, for pacifism, and some nihilistic elements saw a rise in popularity among the core worlds. On the fringes, more dominant alien cultures and their own values were sowing discord.&lt;br /&gt;
&lt;br /&gt;
Before anything could truly happen, the Bluespace Crash occurred, scattering the fleets and effectively breaking up the Federation. With no other equally fast communications or FTL system, Sol has lost communication with much of the Federation. As a nation can only be as large as its communications allow, the future of the Federation remains uncertain. &lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Chancellor (as of 2645): Walther Adler (Human, Male, 78)&lt;br /&gt;
The government of the Federation can best be described as a Citizen&#039;s Republic. While a representative democracy at its core, the right to vote has been denied to the average civilian of the Federation. To earn the right to vote, an individual must serve at least two years in some form of Federal service. The right to serve is guaranteed to all, regardless of species and ability. Quitting from service in the middle of it results in no punishment beyond being barred from service in the future and thus unable to earn the right to vote and participate in the government. The government would rather have dedicated people and punishing those that can&#039;t make the cut would run counter to the ideas of civil liberty.&lt;br /&gt;
The federal government itself is unicameral, composed solely of the Senate. Each senator is elected to represent a singular star system, or the whole of less developed frontier sectors if major settlements are lacking. In all, there are thousands of Senators, split into various parties, and made up in some part of every species in the Federation.&lt;br /&gt;
As the head of state and government, the Chancellor of the Federation is given great power and wide authority to act without needing to consult the Senate. Despite this, they serve at the will of the Senate despite election by the citizens of the Federation. Like every other part of the government, the Chancellor can be any citizen regardless of age, though older citizens are the most likely to be elected regardless. Only a handful of Chancellors have been non-human since first contact was made, only because few tend to run for the office.&lt;br /&gt;
&lt;br /&gt;
==Major Cultures==&lt;br /&gt;
===The Melting Pot===&lt;br /&gt;
The core worlds are a true melting pot. Earth and Mars are the greatest mix of cultures, with some alien races contributing their cultural elements as they emigrated to the core. While there are still some distinctions, the average human born in Sol or its nearby star systems are likely to be from most any cultural background, hold any variety of beliefs and traditions, and be almost anything. Traditions of old have been supplanted in large parts by the necessities of modern society, and while cultures may no longer be well defined in the core worlds, bits and pieces remain.&lt;br /&gt;
&lt;br /&gt;
===The Frontiersmen===&lt;br /&gt;
The Federation is a huge nation, and its frontier is no exception. Many worlds have just small settlements of hard working, industrious colonists working to stake their own claim out in the galaxy. Most of these people are resilient, self-reliant, and usually cooperative with their fellow settlers. Those on the frontier can come in almost any flavor of culture, and are probably the most diverse, defined cultural grouping of humanity.&lt;br /&gt;
&lt;br /&gt;
===The Human Colonies===&lt;br /&gt;
Federal culture is as varied as the cultures of Old Earth. In the diaspora of the 22nd Century, when the colony ships departed to their systems, cultures were preserved and modified as they adjusted to their new worlds. These worlds are encouraged to preserve their unique culture while still adapting to the ever-shifting society of the Federation. Where the core worlds have become a melting pot, the human colonies have held onto their culture. More specific cultures, such as the specific European cultures, Asian cultures, or African cultures have survived and prospered. Alien thoughts haven&#039;t seeped in so much, and the colonies are resistant to the cosmopolitan melting pot of the core worlds.&lt;br /&gt;
&lt;br /&gt;
===The Alien Colonies===&lt;br /&gt;
Humanity moves anywhere it can. From the human settlements on the Sablekyne homeworld to human enclaves and trading posts in Mar&#039;qua space, humanity can be found anywhere and everywhere. While some hold onto traditionally human cultures, the closeness to alien friends and possibly even family has likely caused shifts in thinking. Perhaps not radically so, or perhaps extremely radically, those born on the predominantly alien worlds might just as well be alien in culture or a strange mix not unlike the Core Worlds.&lt;br /&gt;
&lt;br /&gt;
===The Spacers===&lt;br /&gt;
Not everyone is born to a planet. Some live their lives on asteroid settlements, trade stations, starships, and freighters. Some may never set foot on a world. These people are unique for the lack of traditional culture. Gone are the ways of old when survival is on the line. A poorly maintained life support system could spell death for everyone. The Spacers are pragmatic, often diligent in their work, and often mechanically or commercially oriented. Those on the trade stations have likely seen or interacted with many different species and cultures over time. Those on ships and other facilities have probably been forced to help maintain their homes from an early age, perhaps in lieu of an education in some cases.&lt;br /&gt;
&lt;br /&gt;
===The Undefined===&lt;br /&gt;
The Federation is a huge nation. Hundreds of billions of humans call it home and stretch across thousands of star systems. While it is tempting to put all of humanity into a few easily defined categories, often most do not fit in any one category. Humanity, like other species, are greatly varied in personality, culture, and adaptation. Likely they came from most anywhere, with any number of backgrounds, a variety of genetic modifications, &lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Human biology remains largely unchanged from the baseline human of the 21st Century. Heights and weights haven&#039;t changed much, and no there are no major mutated strains of humanity present in the Federation. However, the introduction of aliens to the Federation, massive leaps in medical technology, the proliferation of abhumans, and widespread cybernetics has resulted in limited mutations and non-baseline humans to appear. None are in any major numbers compared to the entire Federation, but there are any numbers of minor traits floating around that have appeared over time.&lt;br /&gt;
&lt;br /&gt;
Barring full or partial non-human modification, such as the Abhumans, genetic therapy and targeted genetic treatments are widely available to the average citizen. These can range from &amp;quot;cosmetic&amp;quot; procedures where minor elements of one&#039;s biology is tweaked to deep scans and intensive procedures to correct genetic illnesses before they can affect the individual.&lt;br /&gt;
&lt;br /&gt;
===The Abhumans===&lt;br /&gt;
Born from early genetic modification technology in the 21st and 22nd centuries, the Abhumans were initially wealthy individuals that decided, for any number of reasons, to have animal traits added on to varying extents. From tails, ears, or claws to full body modifications, complete with bone reshaping. The procedures were often long, intensive, expensive, and the early procedures weren&#039;t always successful as the new technology needed time to be studied. As time went on modification eventually became easily accessible to most of the population, like most consumer services. The procedures remain long and intensive, however, depending on the extent of the modifications.&lt;br /&gt;
At their core, Abhumans are genetically human and they can, and do, pass along modified genetic traits. This has led to long lines of &amp;quot;pure&amp;quot; Abhumans; those children of full Abhuman modders that never received any modifications but take after their parents. By genetic makeup, Abhumans are human. The popular opinion of the Federation&#039;s populace, but by no means a unanimous opinion, is that they are no different than physically pure humans and the modifications are merely a cosmetic choice like any other.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
The Federation Armed Forces are among the most advanced in the known galaxy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2677</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2677"/>
		<updated>2022-08-07T05:19:20Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: §505, Espionage&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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;Good Samaritan Clause&#039;&#039;&#039;&lt;br /&gt;
|To act in what one, or any other reasonable person, would believe is in good faith and with due caution and regards for the safety of others. Including in the defense of a person’s life or to act if another person is in imminent threat of serious injury and/or death. Failure to comply with an investigation of any crimes is not considered a “Good Samaritan” as it falls out of the category of a ‘reasonable person’.&lt;br /&gt;
&lt;br /&gt;
Examples include pulling a gun to rescue a colonist from hostile lifeforms, breaking a department’s window to pull out a colonist, etc. A ‘Good Samaritan’ does not do such acts for financial compensation; any exchanging of goods for the service is no longer covered by such a modifier. Acts found to be without reason, or with flawed logic (I.e misinterpreting calls for help, ignorance of a situation or ‘over-escalation’ of a tense situation) do not count as reasonable actions and are thus not protected by this clause.&lt;br /&gt;
| Immediate Release, with all charges (barring that of Friendly Fire) being dropped against the individual.&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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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. This also includes [[Standard_Operating_Procedure#Longarm_Laws_and_Stipulations_-_MOP|violation of the Long Arm Policy]] shown in Standard Operating Procedure.&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, or the kitchen 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;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#039;&#039;&#039;&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. Detainment until the situation in question has been resolved.&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 or silicon units.&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, Supply Specialist, 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, or psionics 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 anyone 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;
| &amp;amp;sect;505&lt;br /&gt;
|Espionage&lt;br /&gt;
|To gain access to in-house or proprietary Designs, Documents, Programs, or otherwise vital assets of a Colony Faction or one of the Colony&#039;s allies.&lt;br /&gt;
|Whether by theft, trespass, or buying such items without the departmental head&#039;s explicitly written and shown permission. &lt;br /&gt;
&lt;br /&gt;
Note that this does &#039;&#039;&#039;NOT&#039;&#039;&#039; include stealing items themselves, such as constructed Guild items or items purchased through the Lonestar Trade System -- only the theft of the program itself or the designs to make more of the Guild&#039;s items, or otherwise.&lt;br /&gt;
&lt;br /&gt;
|Hold until Transfer. The stolen proprietary assets should be returned to the faction or ally they were stolen from immediately unless they are directly required to be used as evidence in a tribunal. Any items gathered or created with the proprietary assets should be given to the faction or ally as well.&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;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2671</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=2671"/>
		<updated>2022-07-31T00:47:11Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: I put this in the wrong damn place.&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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, acting security staff (Marshals, or lacking Marshals, Blackshield) are authorized to utilize restricted items for the duration of the emergency. This may include explosives, combat mechs and other mechs rigged for combat, and other forms of Minor and Major Contraband as required to handle whatever emergency or situation has occurred.&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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;
== Longarm Laws and Stipulations - MOP ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the colony remains at the frontiers of humanity and harbors many dangers within its vicinity it also maintains limitations of public display of firearms. While holsters and firearm ownership are not discouraged and, on the contrary, firearm ownership is directly encouraged, these limitations are in place to provide safety to those living within the walls. Colonists hold the right to self defense and to use weapons as reasonably needed in dangerous situations, however the following regulations apply to the display of public firearms.&lt;br /&gt;
&lt;br /&gt;
=== Long Arms ===&lt;br /&gt;
* Long arms, going by many distinctions, are commonly defined as any weapon too big to fit in a holster.&lt;br /&gt;
* Guns defined as long arms are &#039;&#039;&#039;not legal&#039;&#039;&#039; to display on one&#039;s person for public safety concerns. &lt;br /&gt;
* Long arms &#039;&#039;&#039;may&#039;&#039;&#039; be transported in a bag or in a secure gun case, but are to remain &#039;&#039;&#039;out of public view&#039;&#039;&#039;.&lt;br /&gt;
** If a long arm is too large to fit in a bag, it is still required to be concealed unless in storage or within one’s department grounds. Gun cases should be used for transport of firearms of this class.&lt;br /&gt;
* Personnel opting to carry long arms in their bag must declare their concealed weapons upon any search of their person or during processing for an arrest. Failure to do so may net suspicious conduct charges at the discretion of the arresting officer.&lt;br /&gt;
&lt;br /&gt;
=== Handguns &amp;amp; Sidearms ===&lt;br /&gt;
* Handguns are commonly defined as any weapon that can be fit into a holster, or standard bag and is designed for use as a compact weapon of self defense.&lt;br /&gt;
** Weapons that are &#039;&#039;&#039;contraband&#039;&#039;&#039; or &#039;&#039;&#039;contain contraband&#039;&#039;&#039;, are &#039;&#039;&#039;not legal&#039;&#039;&#039; to conceal without proper permit from relevant personnel able to give such access.&lt;br /&gt;
** Unlike long arms, handguns may be visible via holsters, stowed in bags, stowed in belts, pocketed or otherwise out of view. &lt;br /&gt;
*** &#039;&#039;&#039;Bluespace&#039;&#039;&#039; based storage bags or pouches, &#039;&#039;&#039;do not&#039;&#039;&#039; count as a standard bag.&lt;br /&gt;
** Implanted firearms, such as arm SMGs, fall under the classification of handguns, but are required to be noted in detail in both medical and security records.&lt;br /&gt;
&lt;br /&gt;
=== Members of Security, the Steward, and Trauma Team ===&lt;br /&gt;
&lt;br /&gt;
* Personnel of the Blackshield, Marshals, Soteria Trauma Team, or the colony’s Steward &#039;&#039;&#039;are expected to follow the same procedure as colonists regarding the display of long arms&#039;&#039;&#039;. This is to convey positive imagery to the public and allow for less-hostile policing and/or aid in the defusal of possible tense situations. However, these departments have some exemptions to the law.&lt;br /&gt;
** The aforementioned employees &#039;&#039;&#039;may&#039;&#039;&#039; sport visible firearms on colony grounds in the case of an emergency, such as the threat of a code blue or higher being present.&lt;br /&gt;
** In cases of armed individuals, reasonable risks of escalating violence on a scene or ongoing incidents logged of high-crimes (I.e murder, manslaughter, sabotage, etc) Security authorities may sport visible weapons. Incident reports should be filed after such cases.&lt;br /&gt;
*Blackshield may bring long arms visibly on their person when en-route to the gatehouse or when patrolling the colony walls. Blackshield are required to stow said weapons when elsewhere in the colony if not on a phase of alert or acting in coordination with Marshal officers.&lt;br /&gt;
&lt;br /&gt;
Violation of longarm restrictions may result in charges such as Failure to Obey Safety Protocol (102) or, in the case of an arrest, Excessive Force (210) if applicable. These charges may be pressed at the discretion of the offender’s council member.&lt;br /&gt;
&lt;br /&gt;
= The Council - MOP =&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 Colonists 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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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;
=== Preserving Lonestar Public Relations And Trade Opportunities - MoP ===&lt;br /&gt;
&lt;br /&gt;
In order to preserve commerce with the trading partners of Lonestar, and prevent possible long-term consequences of company relations on the actions of a bad actor, the CEO and other Lonestar Shipping staff must exercise vigilance in prevention of authorizing fraudulent transactions of credits or goods. And Lonestar Shipping staff, as a whole, must be courteous in regards to existing and potential trade partners in pursuit of the company&#039;s interests. &lt;br /&gt;
&lt;br /&gt;
This includes, but is not limited to: &lt;br /&gt;
* Exploiting improperly calibrated databases or equipment to profit off of any clearly deceitful business practices to Stations or Ships that trading is conducted with, either by shuttle or trading beacons. This includes permitting or paying third parties to do this in place of Lonestar staff, in which case, the authorizing members of Lonestar Shipping are to be held responsible.&lt;br /&gt;
* Should the uncommon occurrence of direct communication be established with existing out of colony trading partners, or a possibly beneficial group of potential Lonestar Shipping&#039;s interest, conduct of Lonestar staff should be held to an appropriate standard.&lt;br /&gt;
&lt;br /&gt;
Should an employee of Lonestar be discovered to be acting against Lonestar&#039;s interests in either of these cases, they should be charged with §301, negligence. Depending on the context, a short fax to Lonestar regarding the incident may be warranted for potential further actions or punishment at the discretion of the High Council.&lt;br /&gt;
&lt;br /&gt;
== Lonestar and Prospector Relationship - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - MOP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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;
=== Confiscated Weapons &amp;amp; Evidence - MOP ===&lt;br /&gt;
* Confiscated weapons seized as evidence of a crime or seized from those who commit Suspicious Conduct (108) are to remain in evidence lockers after confiscation from the offender. A record is to be made of the gun’s model and serial number on the arrest case-file or incident report.&lt;br /&gt;
* During a state of emergency, such as code blue or higher, a Warrant Officer or Supply Specialist may issue guns confiscated as evidence to security personnel to defend the colony. Paperwork should be done listing the officer using the weapon, the name of the colonist the weapon was taken from, and the serial number. After the end of the emergency the gun must be returned to evidence.&lt;br /&gt;
* Evidence in any previous or ongoing arrest &#039;&#039;&#039;must not&#039;&#039;&#039;, under any circumstances, be broken down for materials or otherwise destroyed. Doing so may result in Providing False Evidence or Testimony (303) charges.&lt;br /&gt;
** Contraband collected that is not involved in an arrest may be broken down however as it is not evidence of a crime.&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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2670</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=2670"/>
		<updated>2022-07-31T00:46:12Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Preserving Relations &amp;amp; Get Fucked For Fraud&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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, acting security staff (Marshals, or lacking Marshals, Blackshield) are authorized to utilize restricted items for the duration of the emergency. This may include explosives, combat mechs and other mechs rigged for combat, and other forms of Minor and Major Contraband as required to handle whatever emergency or situation has occurred.&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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;
== Longarm Laws and Stipulations - MOP ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the colony remains at the frontiers of humanity and harbors many dangers within its vicinity it also maintains limitations of public display of firearms. While holsters and firearm ownership are not discouraged and, on the contrary, firearm ownership is directly encouraged, these limitations are in place to provide safety to those living within the walls. Colonists hold the right to self defense and to use weapons as reasonably needed in dangerous situations, however the following regulations apply to the display of public firearms.&lt;br /&gt;
&lt;br /&gt;
=== Long Arms ===&lt;br /&gt;
* Long arms, going by many distinctions, are commonly defined as any weapon too big to fit in a holster.&lt;br /&gt;
* Guns defined as long arms are &#039;&#039;&#039;not legal&#039;&#039;&#039; to display on one&#039;s person for public safety concerns. &lt;br /&gt;
* Long arms &#039;&#039;&#039;may&#039;&#039;&#039; be transported in a bag or in a secure gun case, but are to remain &#039;&#039;&#039;out of public view&#039;&#039;&#039;.&lt;br /&gt;
** If a long arm is too large to fit in a bag, it is still required to be concealed unless in storage or within one’s department grounds. Gun cases should be used for transport of firearms of this class.&lt;br /&gt;
* Personnel opting to carry long arms in their bag must declare their concealed weapons upon any search of their person or during processing for an arrest. Failure to do so may net suspicious conduct charges at the discretion of the arresting officer.&lt;br /&gt;
&lt;br /&gt;
=== Handguns &amp;amp; Sidearms ===&lt;br /&gt;
* Handguns are commonly defined as any weapon that can be fit into a holster, or standard bag and is designed for use as a compact weapon of self defense.&lt;br /&gt;
** Weapons that are &#039;&#039;&#039;contraband&#039;&#039;&#039; or &#039;&#039;&#039;contain contraband&#039;&#039;&#039;, are &#039;&#039;&#039;not legal&#039;&#039;&#039; to conceal without proper permit from relevant personnel able to give such access.&lt;br /&gt;
** Unlike long arms, handguns may be visible via holsters, stowed in bags, stowed in belts, pocketed or otherwise out of view. &lt;br /&gt;
*** &#039;&#039;&#039;Bluespace&#039;&#039;&#039; based storage bags or pouches, &#039;&#039;&#039;do not&#039;&#039;&#039; count as a standard bag.&lt;br /&gt;
** Implanted firearms, such as arm SMGs, fall under the classification of handguns, but are required to be noted in detail in both medical and security records.&lt;br /&gt;
&lt;br /&gt;
=== Members of Security, the Steward, and Trauma Team ===&lt;br /&gt;
&lt;br /&gt;
* Personnel of the Blackshield, Marshals, Soteria Trauma Team, or the colony’s Steward &#039;&#039;&#039;are expected to follow the same procedure as colonists regarding the display of long arms&#039;&#039;&#039;. This is to convey positive imagery to the public and allow for less-hostile policing and/or aid in the defusal of possible tense situations. However, these departments have some exemptions to the law.&lt;br /&gt;
** The aforementioned employees &#039;&#039;&#039;may&#039;&#039;&#039; sport visible firearms on colony grounds in the case of an emergency, such as the threat of a code blue or higher being present.&lt;br /&gt;
** In cases of armed individuals, reasonable risks of escalating violence on a scene or ongoing incidents logged of high-crimes (I.e murder, manslaughter, sabotage, etc) Security authorities may sport visible weapons. Incident reports should be filed after such cases.&lt;br /&gt;
*Blackshield may bring long arms visibly on their person when en-route to the gatehouse or when patrolling the colony walls. Blackshield are required to stow said weapons when elsewhere in the colony if not on a phase of alert or acting in coordination with Marshal officers.&lt;br /&gt;
&lt;br /&gt;
Violation of longarm restrictions may result in charges such as Failure to Obey Safety Protocol (102) or, in the case of an arrest, Excessive Force (210) if applicable. These charges may be pressed at the discretion of the offender’s council member.&lt;br /&gt;
&lt;br /&gt;
= The Council - MOP =&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 Colonists 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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&lt;br /&gt;
The partnership between 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;
=== Preserving Lonestar Public Relations And Trade Opportunities - MoP ===&lt;br /&gt;
&lt;br /&gt;
In order to preserve commerce with the trading partners of Lonestar, and prevent possible long-term consequences of company relations on the actions of a bad actor, the CEO and other Lonestar Shipping staff must exercise vigilance in prevention of authorizing fraudulent transactions of credits or goods. And Lonestar Shipping staff, as a whole, must be courteous in regards to existing and potential trade partners in pursuit of the company&#039;s interests. &lt;br /&gt;
&lt;br /&gt;
This includes, but is not limited to: &lt;br /&gt;
* Exploiting improperly calibrated databases or equipment to profit off of any clearly deceitful business practices to Stations or Ships that trading is conducted with, either by shuttle or trading beacons. This includes permitting or paying third parties to do this in place of Lonestar staff, in which case, the authorizing members of Lonestar Shipping are to be held responsible.&lt;br /&gt;
* Should the uncommon occurrence of direct communication be established with existing out of colony trading partners, or a possibly beneficial group of potential Lonestar Shipping&#039;s interest, conduct of Lonestar staff should be held to an appropriate standard.&lt;br /&gt;
&lt;br /&gt;
Should an employee of Lonestar be discovered to be acting against Lonestar&#039;s interests in either of these cases, they should be charged with §301, negligence. Depending on the context, a short fax to Lonestar regarding the incident may be warranted for potential further actions or punishment at the discretion of the High Council.&lt;br /&gt;
&lt;br /&gt;
= Prospector SOP =&lt;br /&gt;
===General - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - MOP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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;
=== Confiscated Weapons &amp;amp; Evidence - MOP ===&lt;br /&gt;
* Confiscated weapons seized as evidence of a crime or seized from those who commit Suspicious Conduct (108) are to remain in evidence lockers after confiscation from the offender. A record is to be made of the gun’s model and serial number on the arrest case-file or incident report.&lt;br /&gt;
* During a state of emergency, such as code blue or higher, a Warrant Officer or Supply Specialist may issue guns confiscated as evidence to security personnel to defend the colony. Paperwork should be done listing the officer using the weapon, the name of the colonist the weapon was taken from, and the serial number. After the end of the emergency the gun must be returned to evidence.&lt;br /&gt;
* Evidence in any previous or ongoing arrest &#039;&#039;&#039;must not&#039;&#039;&#039;, under any circumstances, be broken down for materials or otherwise destroyed. Doing so may result in Providing False Evidence or Testimony (303) charges.&lt;br /&gt;
** Contraband collected that is not involved in an arrest may be broken down however as it is not evidence of a crime.&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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Stats&amp;diff=2649</id>
		<title>Stats</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Stats&amp;diff=2649"/>
		<updated>2022-06-23T02:44:44Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Adds ANA/VIV&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
&#039;&#039;&#039;Stats&#039;&#039;&#039; are numeric values that signify your character&#039;s skill in various areas. Besides being a rough guide to your character&#039;s knowledge, they also affect the probability of some actions succeeding, depending on the stat. There are three &amp;quot;general purpose&amp;quot; stats: &#039;&#039;Mechanical&#039;&#039;, &#039;&#039;Cognition&#039;&#039;, and &#039;&#039;Biology&#039;&#039;, as well as three &amp;quot;[[Combat|combat oriented]]&amp;quot; stats: &#039;&#039;Robustness&#039;&#039;, &#039;&#039;Vigilance&#039;&#039;, and &#039;&#039;Toughness&#039;&#039;. These stats can be valued between -99 and 99, with the stats of a character generally determined by their [[Jobs|role in the colony]] combined with their [[Core Species|species]]. There is no way to modify your starting stats, but you may be able to gain temporary bonuses and maluses through various [[Guide to Chemistry#Stims|questionably legal stimulants or toxins]].&lt;br /&gt;
&lt;br /&gt;
== Stat Breakdown ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Stat !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:EWrench.png|64px|Mechanical]]&lt;br /&gt;
 || &#039;&#039;&#039;Mechanical&#039;&#039;&#039; - Character&#039;s ability in building and using various tools. The mechanical skill (MEC) affects your proficiency with engineering, construction, and deconstruction. Very important for [[Guild Master|members]] of the [[Guild Adept|Guild]].&lt;br /&gt;
Character&#039;s ability in [[Construction|building and using various tools]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;The world hadn&#039;t ever had so many moving parts or so few labels.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| &lt;br /&gt;
[[File:brain.png|64px|Cognition]]&lt;br /&gt;
 || &#039;&#039;&#039;Cognition&#039;&#039;&#039; - The cognition skill (COG) primarily effects technical tasks, especially those dealing with computers. However, it is also important for repairing.&lt;br /&gt;
[[Guide to Research and Development|Knowledge]] and ability to [[Crafting|craft new items]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Too many dots, not enough lines.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:laserscalp.png|64px|Biology]]&lt;br /&gt;
 || &#039;&#039;&#039;Biology&#039;&#039;&#039; - The Biology skill (BIO) is primarily important for doctors, as it directly affects chances to cause accidental damage during surgery. Also important to botanists when gardening.&lt;br /&gt;
Competence in [[Surgery|physiology]] and [[Guide to Chemistry|chemistry]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;What&#039;s the difference between being dead, and just not knowing you&#039;re alive?&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:Harm.png|54px|Robustness]]&lt;br /&gt;
 || &#039;&#039;&#039;Robustness&#039;&#039;&#039; - Robustness (ROB) affects a variety of things, including bolting or unbolting and prying. In terms of combat, it reduces the chances of your weapon becoming embedded in a target, as well as increasing the chance of actually hitting a target.&lt;br /&gt;
Increases your health, damage in unarmed combat and knockdown chance.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Violence is what people do when they run out of good ideas.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:durand.png|64px|Toughness]]&lt;br /&gt;
 || &#039;&#039;&#039;Toughness&#039;&#039;&#039; - The toughness skill (TGH) generally increases your tolerance, be it for pain or alcohol. Toughness also increases the chance to block an incoming attack.&lt;br /&gt;
Enhances your resistance to poisons and also raises your speed in uncomfortable clothes. At 40 TGH, you cannot be afflicted by addictions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;You&#039;re a super tough guy, like it really rough guy, just can&#039;t get enough guy, chest always so puffed guy.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
[[File:SecHud.png|64px|Toughness]]&lt;br /&gt;
 || &#039;&#039;&#039;Vigiliance&#039;&#039;&#039; - The vigilance skill (VGL) increases your accuracy with weapons and can help with preventing you losing your sanity too quickly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;When good people cease their vigilance and struggle, then evil men prevail.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
TBD Image&lt;br /&gt;
 || &#039;&#039;&#039;Vivification&#039;&#039;&#039; - The vivification skill (VIV) increases (or decreases) your Neural System Accumulation based on its value per stat increase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Drugs are good, mmkay?&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
TBD Image&lt;br /&gt;
 || &#039;&#039;&#039;Anatomy&#039;&#039;&#039; - The anatomy skill (ANA) increases (or decreases) your maximum health based on its value per stat increase.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;There&#039;s not a whole lot that goes into making sure you can take a hit.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Further Reading==&lt;br /&gt;
[[Sanity]]&lt;br /&gt;
&lt;br /&gt;
{{Gameplay guides}}&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2648</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2648"/>
		<updated>2022-06-21T22:10:42Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Revises the Longarm Law entire, Part 4&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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;Good Samaritan Clause&#039;&#039;&#039;&lt;br /&gt;
|To act in what one, or any other reasonable person, would believe is in good faith and with due caution and regards for the safety of others. Including in the defense of a person’s life or to act if another person is in imminent threat of serious injury and/or death. Failure to comply with an investigation of any crimes is not considered a “Good Samaritan” as it falls out of the category of a ‘reasonable person’.&lt;br /&gt;
&lt;br /&gt;
Examples include pulling a gun to rescue a colonist from hostile lifeforms, breaking a department’s window to pull out a colonist, etc. A ‘Good Samaritan’ does not do such acts for financial compensation; any exchanging of goods for the service is no longer covered by such a modifier. Acts found to be without reason, or with flawed logic (I.e misinterpreting calls for help, ignorance of a situation or ‘over-escalation’ of a tense situation) do not count as reasonable actions and are thus not protected by this clause.&lt;br /&gt;
| Immediate Release, with all charges (barring that of Friendly Fire) being dropped against the individual.&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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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. This also includes [[Standard_Operating_Procedure#Longarm_Laws_and_Stipulations_-_MOP|violation of the Long Arm Policy]] shown in Standard Operating Procedure.&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, or the kitchen 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;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#039;&#039;&#039;&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, Supply Specialist, 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, or psionics 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;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2647</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2647"/>
		<updated>2022-06-21T22:08:45Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Revises the Longarm Law entire, Part 3&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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;Good Samaritan Clause&#039;&#039;&#039;&lt;br /&gt;
|To act in what one, or any other reasonable person, would believe is in good faith and with due caution and regards for the safety of others. Including in the defense of a person’s life or to act if another person is in imminent threat of serious injury and/or death. Failure to comply with an investigation of any crimes is not considered a “Good Samaritan” as it falls out of the category of a ‘reasonable person’.&lt;br /&gt;
&lt;br /&gt;
Examples include pulling a gun to rescue a colonist from hostile lifeforms, breaking a department’s window to pull out a colonist, etc. A ‘Good Samaritan’ does not do such acts for financial compensation; any exchanging of goods for the service is no longer covered by such a modifier. Acts found to be without reason, or with flawed logic (I.e misinterpreting calls for help, ignorance of a situation or ‘over-escalation’ of a tense situation) do not count as reasonable actions and are thus not protected by this clause.&lt;br /&gt;
| Immediate Release, with all charges (barring that of Friendly Fire) being dropped against the individual.&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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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, or the kitchen 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;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#039;&#039;&#039;&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;
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! 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, Supply Specialist, 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;
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! 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, or psionics 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;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2646</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=2646"/>
		<updated>2022-06-21T22:02:20Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Revises the Longarm Law entire, Part 2&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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, acting security staff (Marshals, or lacking Marshals, Blackshield) are authorized to utilize restricted items for the duration of the emergency. This may include explosives, combat mechs and other mechs rigged for combat, and other forms of Minor and Major Contraband as required to handle whatever emergency or situation has occurred.&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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;
== Longarm Laws and Stipulations - MOP ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the colony remains at the frontiers of humanity and harbors many dangers within its vicinity it also maintains limitations of public display of firearms. While holsters and firearm ownership are not discouraged and, on the contrary, firearm ownership is directly encouraged, these limitations are in place to provide safety to those living within the walls. Colonists hold the right to self defense and to use weapons as reasonably needed in dangerous situations, however the following regulations apply to the display of public firearms.&lt;br /&gt;
&lt;br /&gt;
=== Long Arms ===&lt;br /&gt;
* Long arms, going by many distinctions, are commonly defined as any weapon too big to fit in a holster.&lt;br /&gt;
* Guns defined as long arms are &#039;&#039;&#039;not legal&#039;&#039;&#039; to display on one&#039;s person for public safety concerns. &lt;br /&gt;
* Long arms &#039;&#039;&#039;may&#039;&#039;&#039; be transported in a bag or in a secure gun case, but are to remain &#039;&#039;&#039;out of public view&#039;&#039;&#039;.&lt;br /&gt;
** If a long arm is too large to fit in a bag, it is still required to be concealed unless in storage or within one’s department grounds. Gun cases should be used for transport of firearms of this class.&lt;br /&gt;
* Personnel opting to carry long arms in their bag must declare their concealed weapons upon any search of their person or during processing for an arrest. Failure to do so may net suspicious conduct charges at the discretion of the arresting officer.&lt;br /&gt;
&lt;br /&gt;
=== Handguns &amp;amp; Sidearms ===&lt;br /&gt;
* Handguns are commonly defined as any weapon that can be fit into a holster, or standard bag and is designed for use as a compact weapon of self defense.&lt;br /&gt;
** Weapons that are &#039;&#039;&#039;contraband&#039;&#039;&#039; or &#039;&#039;&#039;contain contraband&#039;&#039;&#039;, are &#039;&#039;&#039;not legal&#039;&#039;&#039; to conceal without proper permit from relevant personnel able to give such access.&lt;br /&gt;
** Unlike long arms, handguns may be visible via holsters, stowed in bags, stowed in belts, pocketed or otherwise out of view. &lt;br /&gt;
*** &#039;&#039;&#039;Bluespace&#039;&#039;&#039; based storage bags or pouches, &#039;&#039;&#039;do not&#039;&#039;&#039; count as a standard bag.&lt;br /&gt;
** Implanted firearms, such as arm SMGs, fall under the classification of handguns, but are required to be noted in detail in both medical and security records.&lt;br /&gt;
&lt;br /&gt;
=== Members of Security, the Steward, and Trauma Team ===&lt;br /&gt;
&lt;br /&gt;
* Personnel of the Blackshield, Marshals, Soteria Trauma Team, or the colony’s Steward &#039;&#039;&#039;are expected to follow the same procedure as colonists regarding the display of long arms&#039;&#039;&#039;. This is to convey positive imagery to the public and allow for less-hostile policing and/or aid in the defusal of possible tense situations. However, these departments have some exemptions to the law.&lt;br /&gt;
** The aforementioned employees &#039;&#039;&#039;may&#039;&#039;&#039; sport visible firearms on colony grounds in the case of an emergency, such as the threat of a code blue or higher being present.&lt;br /&gt;
** In cases of armed individuals, reasonable risks of escalating violence on a scene or ongoing incidents logged of high-crimes (I.e murder, manslaughter, sabotage, etc) Security authorities may sport visible weapons. Incident reports should be filed after such cases.&lt;br /&gt;
*Blackshield may bring long arms visibly on their person when en-route to the gatehouse or when patrolling the colony walls. Blackshield are required to stow said weapons when elsewhere in the colony if not on a phase of alert or acting in coordination with Marshal officers.&lt;br /&gt;
&lt;br /&gt;
Violation of longarm restrictions may result in charges such as Failure to Obey Safety Protocol (102) or, in the case of an arrest, Excessive Force (210) if applicable. These charges may be pressed at the discretion of the offender’s council member.&lt;br /&gt;
&lt;br /&gt;
= The Council - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - MOP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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;
=== Confiscated Weapons &amp;amp; Evidence - MOP ===&lt;br /&gt;
* Confiscated weapons seized as evidence of a crime or seized from those who commit Suspicious Conduct (108) are to remain in evidence lockers after confiscation from the offender. A record is to be made of the gun’s model and serial number on the arrest case-file or incident report.&lt;br /&gt;
* During a state of emergency, such as code blue or higher, a Warrant Officer or Supply Specialist may issue guns confiscated as evidence to security personnel to defend the colony. Paperwork should be done listing the officer using the weapon, the name of the colonist the weapon was taken from, and the serial number. After the end of the emergency the gun must be returned to evidence.&lt;br /&gt;
* Evidence in any previous or ongoing arrest &#039;&#039;&#039;must not&#039;&#039;&#039;, under any circumstances, be broken down for materials or otherwise destroyed. Doing so may result in Providing False Evidence or Testimony (303) charges.&lt;br /&gt;
** Contraband collected that is not involved in an arrest may be broken down however as it is not evidence of a crime.&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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2645</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=2645"/>
		<updated>2022-06-21T22:00:39Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Revises the Longarm Law entire, Part 1&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 - MOP ==&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 - MOP ==&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;
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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;
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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;
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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;
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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 - MOP ==&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;
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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 - MOP==&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;
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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, acting security staff (Marshals, or lacking Marshals, Blackshield) are authorized to utilize restricted items for the duration of the emergency. This may include explosives, combat mechs and other mechs rigged for combat, and other forms of Minor and Major Contraband as required to handle whatever emergency or situation has occurred.&lt;br /&gt;
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===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;
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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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== Permits - MOP ==&lt;br /&gt;
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=== 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;
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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;
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=== 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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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;
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== Longarm Laws and Stipulations - MOP ==&lt;br /&gt;
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While the colony remains at the frontiers of humanity and harbors many dangers within its vicinity it also maintains limitations of public display of firearms. While holsters and firearm ownership are not discouraged and, on the contrary, firearm ownership is directly encouraged, these limitations are in place to provide safety to those living within the walls. Colonists hold the right to self defense and to use weapons as reasonably needed in dangerous situations, however the following regulations apply to the display of public firearms.&lt;br /&gt;
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=== Long Arms ===&lt;br /&gt;
* Long arms, going by many distinctions, are commonly defined as any weapon too big to fit in a holster.&lt;br /&gt;
* Guns defined as long arms are &#039;&#039;&#039;not legal&#039;&#039;&#039; to display on one&#039;s person for public safety concerns. &lt;br /&gt;
* Long arms &#039;&#039;&#039;may&#039;&#039;&#039; be transported in a bag or in a secure gun case, but are to remain &#039;&#039;&#039;out of public view&#039;&#039;&#039;.&lt;br /&gt;
** If a long arm is too large to fit in a bag, it is still required to be concealed unless in storage or within one’s department grounds. Gun cases should be used for transport of firearms of this class.&lt;br /&gt;
* Personnel opting to carry long arms in their bag must declare their concealed weapons upon any search of their person or during processing for an arrest. Failure to do so may net suspicious conduct charges at the discretion of the arresting officer.&lt;br /&gt;
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=== Handguns &amp;amp; Sidearms ===&lt;br /&gt;
* Handguns are commonly defined as any weapon that can be fit into a holster, or standard bag and is designed for use as a compact weapon of self defense.&lt;br /&gt;
** Weapons that are &#039;&#039;&#039;contraband&#039;&#039;&#039; or &#039;&#039;&#039;contain contraband&#039;&#039;&#039;, are &#039;&#039;&#039;not legal&#039;&#039;&#039; to conceal without proper permit from relevant personnel able to give such access.&lt;br /&gt;
** Unlike long arms, handguns may be visible via holsters, stowed in bags, stowed in belts, pocketed or otherwise out of view. &lt;br /&gt;
*** &#039;&#039;&#039;Bluespace&#039;&#039;&#039; based storage bags or pouches, &#039;&#039;&#039;do not&#039;&#039;&#039; count as a standard bag.&lt;br /&gt;
** Implanted firearms, such as arm SMGs, fall under the classification of handguns, but are required to be noted in detail in both medical and security records.&lt;br /&gt;
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=== Members of Security, the Steward, and Trauma Team ===&lt;br /&gt;
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* Personnel of the Blackshield, Marshals, Soteria Trauma Team, or the colony’s Steward &#039;&#039;&#039;are expected to follow the same procedure as colonists regarding the display of long arms&#039;&#039;&#039;. This is to convey positive imagery to the public and allow for less-hostile policing and/or aid in the defusal of possible tense situations. However, these departments have some exemptions to the law.&lt;br /&gt;
** The aforementioned employees &#039;&#039;&#039;may&#039;&#039;&#039; sport visible firearms on colony grounds in the case of an emergency, such as the threat of a code blue or higher being present.&lt;br /&gt;
** In cases of armed individuals, reasonable risks of escalating violence on a scene or ongoing incidents logged of high-crimes (I.e murder, manslaughter, sabotage, etc) Security authorities may sport visible weapons. Incident reports should be filed after such cases.&lt;br /&gt;
*Blackshield may bring long arms visibly on their person when en-route to the gatehouse or when patrolling the colony walls. Blackshield are required to stow said weapons when elsewhere in the colony if not on a phase of alert or acting in coordination with Marshal officers.&lt;br /&gt;
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Violation of longarm restrictions may result in charges such as Failure to Obey Safety Protocol (102) or, in the case of an arrest, Excessive Force (210) if applicable. These charges may be pressed at the discretion of the offender’s council member.&lt;br /&gt;
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= The Council - MOP =&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. 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;
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===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;
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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;
# 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;
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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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - MOP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2641</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2641"/>
		<updated>2022-06-08T20:05:30Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: clarifies trespass.&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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{| 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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&lt;br /&gt;
|}&lt;br /&gt;
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&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 Supply Speicalist. 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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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, or the kitchen 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;
&lt;br /&gt;
&#039;&#039;&#039;Security personnel and council members conducting colony related investigations may not be asked or made to leave if they have access to that area normally.&#039;&#039;&#039;&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, Supply Specialist, 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, or psionics 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;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2639</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2639"/>
		<updated>2022-06-08T03:56:38Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: adds &amp;#039;Public Areas&amp;#039; clarified under this section.&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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, Supply Specialist, 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, or psionics 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;Common Areas&#039;&#039;&#039;: Generally understood to be publicly accessible areas of the colony that are owned and maintained &amp;lt;i&amp;gt;by&amp;lt;/i&amp;gt; the colony rather than as part of an individual department.&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2638</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=2638"/>
		<updated>2022-06-08T03:54:41Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Adds Firearm Law SOP to the SOP page, below Permits.&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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, acting security staff (Marshals, or lacking Marshals, Blackshield) are authorized to utilize restricted items for the duration of the emergency. This may include explosives, combat mechs and other mechs rigged for combat, and other forms of Minor and Major Contraband as required to handle whatever emergency or situation has occurred.&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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;
==Longarm Laws and Stipulations - MOP ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While the colony is a dangerous place, and it is maintained that all who live within its walls are entitled to both the right to self defense, and more importantly, the means - certain rules and stipulations apply to what means may be employed.&lt;br /&gt;
&lt;br /&gt;
=== Long guns ===&lt;br /&gt;
* Long guns are typically held to be any energy or ballistic gun too large to fit within a holster.&lt;br /&gt;
* The possession of such weapons in public spaces while not in a state of emergency shall be restricted, though they may be transported through public areas(generally understood to be colony-owned communal areas within the walls) to non public areas(maintenance, ones own department, dorms, etc) they must be stored within a gun-case which itself may be worn or carried but never hidden from view.&lt;br /&gt;
* Such weapons should not be brought along at all times, being stored within any of the following: Ones department, ones dorm, or ones personal locker - but may be transported past the colony walls, or into maintenance whereupon they may be wielded and worn as desired.&lt;br /&gt;
* Exemption is given on the following grounds for Marshal and Blackshield personnel; When acting in the capacity of their office, such weapons may be visibly worn at all code levels. When not acting in such capacity(E.G At the bar or otherwise on break.) weapons should be STOWED and non-visible, though may otherwise still be possessed.&lt;br /&gt;
* Exemption is further given for Soteria Trauma Team and Prospector staff. When necessary for the execution of their work, Weapons may worn or stowed - stowed weapons shall be declared to Security personnel who inquire. They may NOT, however - Keep such weapons during times of break&lt;br /&gt;
&lt;br /&gt;
=== Handguns ===&lt;br /&gt;
* Handguns are typically held as any handheld energy or ballistic gun capable of fitting within a holster.&lt;br /&gt;
* Such weapons shall carry no further restrictions with respect given to contraband policy, council edict and legal injunction. They may be possessed by any colonist, and are recommended but not required to be holstered or otherwise stowed&lt;br /&gt;
* Note, however that &#039;Handguns&#039; secondarily classified as explosives will not fall under this umbrella and thus be subject to those regulations instead.&lt;br /&gt;
&lt;br /&gt;
=== Enforcement ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Breaches of the above stipulations will fall under the purview of Nadezhda Marshal personnel, or Blackshield Militia personnel and may carry any of the following penalties.&lt;br /&gt;
&lt;br /&gt;
* Warnings, levied at the discretion of the attendant officers or their superiors and logged for posterity.&lt;br /&gt;
* Charges of Major Minor contraband with respect given to the severity of the offense(A prospector openly wearing a Fenrir in the bar likely necessitates more extreme charges than a colonist heading towards maintenance with his rifle improperly stowed.)&lt;br /&gt;
* Full forfeiture of such weaponry to Nadezhda Marshal or Blackshield Militia, such forfeited weapons must be logged, after which it may be destroyed, entered into inventory, or sold at the discretion of either the Supply Specialist. Warrant Officer or Ranger in order of importance)&lt;br /&gt;
* Forfeiture, unlike the other penalties - may only be administered at the discretion of one of the following: Warrant Officers, Rangers, and Supply specialists(In order of highest to lowest authority). Though it is held that Warrant Officers and Rangers hold final say as to whether or not forfeiture occurs, they must still defer to the Supply Specialist as to how the forfeited item will be used, stored, etc.&lt;br /&gt;
&lt;br /&gt;
=== Summary(tl;dr) ===&lt;br /&gt;
&lt;br /&gt;
In short, these procedures may be simplified to the following.&lt;br /&gt;
&lt;br /&gt;
* Longarms defined above) may not be possessed in common areas(excluding ones department) and must be stored unless during a state of emergency.&lt;br /&gt;
* Longarms may be transported through the above areas but must be stowed in a gun-case.&lt;br /&gt;
* Handguns defined above) may be possessed and worn anywhere, but are recommended to be holstered.&lt;br /&gt;
* Marshals/Blackshield are exempted from these rules except at times of break&lt;br /&gt;
* Prospectors and Trauma Team are exempted from these rules except at times of break.&lt;br /&gt;
* Failure to abide may result in charges, fines or full forfeiture of said weaponry&lt;br /&gt;
&lt;br /&gt;
= The Council - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - ROP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2637</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=2637"/>
		<updated>2022-06-03T19:52:26Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Actually put this on the wiki, because apparently it was just in the alert raise thing.&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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, acting security staff (Marshals, or lacking Marshals, Blackshield) are authorized to utilize restricted items for the duration of the emergency. This may include explosives, combat mechs and other mechs rigged for combat, and other forms of Minor and Major Contraband as required to handle whatever emergency or situation has occurred.&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - ROP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2636</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2636"/>
		<updated>2022-06-03T14:50:30Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Protected &amp;quot;Laws&amp;quot;: Excessive vandalism ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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, Supply Specialist, 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, or psionics 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2635</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=2635"/>
		<updated>2022-06-03T14:50:11Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Protected &amp;quot;Standard Operating Procedure&amp;quot;: Excessive vandalism ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - ROP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Rules&amp;diff=2633</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Rules&amp;diff=2633"/>
		<updated>2022-06-03T14:49:37Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Protected &amp;quot;Rules&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite))&lt;/p&gt;
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&lt;div&gt;{{GetStartedHeader}}&lt;br /&gt;
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These are the rules for the server and &#039;&#039;are subject to change without notice&#039;&#039;. For further clarification, use common sense. If you did get banned, there&#039;s probably a good reason for it, but if you disagree, you can always make an appeal on the discord. Although these are rules, but they are not infallible, complete, or concrete, and probably never will be despite our best efforts. If &#039;&#039;ever&#039;&#039; something feels wrong, either don&#039;t do it, or admin-help it first. Above all, use your common sense, listen to the game staff, and try to keep the game fun for everyone; not just yourself.&lt;br /&gt;
&lt;br /&gt;
If you disagree with the rules as they currently stand, talk about it on the discord or with admins and maybe we can improve them through some healthy criticism and debate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These rules are designed to be written in such a way that you can &#039;&#039;usually&#039;&#039; understand them just by reading the headers&#039;&#039;&#039;, because reading &#039;&#039;all of this&#039;&#039; would be insanity for most people. If you cannot understand a rule just by looking at it, or wish to know about possible exceptions or examples, click the rule to learn more.&lt;br /&gt;
&lt;br /&gt;
If you find yourself spending too much time reading this page, or are confused about any rules, please contact an admin on Discord to make suggestions on how these rules could be better worded.&lt;br /&gt;
&lt;br /&gt;
== You must be 18 or older to play on this server ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;There are no exceptions.&#039;&#039;&#039;&amp;lt;/font&amp;gt; If the staff suspects that you are underage for any reason, you will be banned from playing on the server until you are able to prove to the satisfaction of the staff that you are at least 18 years old.&lt;br /&gt;
&lt;br /&gt;
*Use of real world slurs, ‘lolspeak’, and other indications of immaturity may be taken as signs that you are underage.&lt;br /&gt;
&lt;br /&gt;
*Knowing another user is underaged but not reporting it is considered grounds for an immediate, permanent ban.&lt;br /&gt;
&lt;br /&gt;
*The age of consent in your country is irrelevant. Your opinion about this rule is irrelevant.&lt;br /&gt;
&lt;br /&gt;
*You may also not play a character who is under 18 years of age.&lt;br /&gt;
&lt;br /&gt;
== Obey the community&#039;s global rules ==&lt;br /&gt;
These rules apply &#039;&#039;everywhere&#039;&#039;, including Discord, the server, and even private discussions with non-admins. However, not all of the global rules are even possible to break in the server, so this wiki page only covers what&#039;s relevant to the game server. The overlap from the global rules are:&lt;br /&gt;
&lt;br /&gt;
* No spam.&lt;br /&gt;
* No OOCly illegal discussions or content (such as child porn, drugs, piracy, real world threats, etc).&lt;br /&gt;
* Respect other users, don&#039;t use real-world slurs, and don&#039;t intentionally drag private conflicts or in-game conflicts into public OOC (such as on the Discord server, the in-game global OOC channel, or anywhere else).&lt;br /&gt;
* Don&#039;t intentionally abuse server functions to upset (grief) people, or derail discussions. You know what this means, don&#039;t play stupid.&lt;br /&gt;
* No complaining about bans unless it&#039;s in an appeal or to an admin.&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t be an asshole ==&lt;br /&gt;
It&#039;s fine to say stuff and whatnot but being a outright dick isn&#039;t alright, and there&#039;s a fine line with that. Also, spamming racist words is still not okay. &lt;br /&gt;
&lt;br /&gt;
=== Do not inconvenience AFK or disconnected characters ===&lt;br /&gt;
Under normal circumstances, do not harm or otherwise inconvenience characters whose player is idle, ghosted, or disconnected entirely. There are some exceptions to this rule, as follows:&lt;br /&gt;
*If they&#039;ve disconnected/idle for more than 15 minutes, you can put them in cryosleep. If you do that, take away all of their belongings except for their jumpsuit, shoes, ID, and PDA, and return everything else to its rightful department.&lt;br /&gt;
*If they&#039;ve committed a crime, jail them as you normally would and conduct their sentence even if they aren&#039;t connected. 20 minutes in the brig is still 20 minutes in the brig.&lt;br /&gt;
*Emergencies bypass this rule. If it&#039;s an emergency and you need something an idle player has to fix it, you may take it. If a fire starts in a room and the AFK player is the only one who can open the door then it&#039;s an emergency. Needing to get a snack from the kitchen and robbing the chef does not count as an emergency.&lt;br /&gt;
&lt;br /&gt;
=== ERP preferences must be respected ===&lt;br /&gt;
Players should have their ERP prefs listed in their “OOC Meta info” or “OOC Notes” on their characters. You are required to respect these preferences so long as they pertain to ERP. If you are unsure about the meaning of some of their preferences, then use LOOC to discuss it with them. If you accidentally go against someone’s preferences, or someone else goes against yours, work to correct it as quickly as possible, even if that means just deciding in LOOC amongst yourselves that ‘this didn’t happen’ and going your separate ways.&lt;br /&gt;
&lt;br /&gt;
*If you are uncomfortable with an ERP theme that you hadn&#039;t thought to add (or didn&#039;t know existed) to a list of dislikes in your OOC notes, speak up in LOOC as normal, but remember to add it immediately afterward so it doesn&#039;t happen again. Conversely, those of you foolish enough to put &#039;anything goes&#039; into your preferences, or anything else vague like this, do so at your own risk. &#039;&#039;&#039;You forfeit your right to complain about preference breaking&#039;&#039;&#039; if you do not put &#039;&#039;some&#039;&#039; indication of your dislikes into OOC preferences. Admins will only warn you about this once.&lt;br /&gt;
**Since non-consensual scenes are a thing, you should at least state your stance on this, and whether or not you&#039;d call for help if given the chance. Example for a person&#039;s OOC text might be, &amp;quot;Unwilling preferred, will try calling for help if attacked.&amp;quot;&lt;br /&gt;
**Non con scenes are allowed in the server if both players are consenting OOC-ly. They should be kept private as being caught can/will result in PK for the offender. Additionally, false accusations of rape/similar are treated the same, unless agreed upon by both players this can result in a PK for the accuser and possible permanent server ban. (Saying &amp;quot;X&amp;quot; raped my character is a BIG deal, and should not be taken as a one off joke. This shit can ruin the lives of a player. Think before you decide to spread these claims. In all cases an event like this should be brought to staff post haste if legitimate violation occurs.)&lt;br /&gt;
**&#039;&#039;&#039;Being found in violation of NON-CON rule(s) will be met with an automatic Player kill (PK) and Perma Ban with no appeal given investigation. You&#039;ve been warned. Respect others or get the fuck off our server.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If you do not like someones erp preferences you won&#039;t be punished for saying so, but do not harass someone just because they like something you don&#039;t. It&#039;s far easier to simply avoid someone and causing drama will get you into trouble.&lt;br /&gt;
&lt;br /&gt;
*Do not attempt to force yourself into ERP scenes where the other party (or parties) involved are not comfortable with it, or not even actually participating. This includes (but is not limited to) repeatedly trying to do ERP that a player has blatantly stated they are uncomfortable with, trying to guilt players into having a pity RP with you, doing [https://www.reddit.com/r/SS13/comments/451jtt/hitandrun_erp_is_a_thing_now_apparently hit and run ERP], filling drinks with your bodily fluids, etc. You get the idea. Don&#039;t do that.&lt;br /&gt;
&lt;br /&gt;
*AFK/SSD/Disconnected players are not valid targets for any ERP unless their OOC Notes specifically permit otherwise.&lt;br /&gt;
&lt;br /&gt;
=== The private areas are protected ===&lt;br /&gt;
The ‘dorms’ area on the map are reserved for ERP and are ‘protected’ from interruption. It is a violation of this rule to break into occupied dorms or harass players in dorms. Dorm areas are any personal apartments generally restricted to a specific person such as a head of staffs private bedroom or a dorm area claimed by a specific person, usually through a labeled door.&lt;br /&gt;
*The only exception is for security to arrest those who have committed crimes. Security is not allowed to indiscriminately inspect dorms for crimes, but a known criminal hiding in a dorm is not protected by this rule.&lt;br /&gt;
*Conversely, it is not permissible to attempt to use dorms to hide from security, or to make their job of finding you harder. The dorms are for people who want to ERP in privacy. Don’t involve them in your shenanigans.&lt;br /&gt;
&lt;br /&gt;
=== Do not disrupt non-public ERP scenes ===&lt;br /&gt;
TL;DR is you should avoid screwing with scenes that are not in public areas. The problem is, not everyone knows what is considered public or private. This is especially important for [[Security]] players to know.&lt;br /&gt;
*Dorms are considered private obviously. Don&#039;t mess with those under any circumstances unless someone inside actively invites you. (Calling for help is considered an invite.)&lt;br /&gt;
*Less obviously is finding a scene in maintenance or a room that&#039;s not visible from public areas. You&#039;re not &#039;&#039;dis&#039;&#039;allowed from screwing with the scene in such places, but you at least have to be flexible and let the other party choose to leave if they wish to continue somewhere actually private. Unless you have a reason, you really shouldn&#039;t ruin someones scene for giggles. Example, someone having a scene in a room where you need to do your job (surgery, chemistry, robotics, processing, etc.), someone abusing subtles to have sex in the bar, and stealing the shuttle to have a scene can and should be messed with if it interferes with someone else round. Take it to the dorms or a locked private area if you don&#039;t want to be fucked with and have your scene stomped on.&lt;br /&gt;
&lt;br /&gt;
=== Speak English ===&lt;br /&gt;
We are an English server. All OOC communications are expected to be done in English. It&#039;s alright if your English is rough and imperfect, just as long as we can reasonably understand it.&lt;br /&gt;
&lt;br /&gt;
*This also extends into IC communications, but is more flexible as some characters have heavy accents.&lt;br /&gt;
*Having a character sometime speak smatterings of other languages is acceptable, but speaking exclusively in these languages for entire sentences is not.&lt;br /&gt;
&lt;br /&gt;
=== Roleplay as long as it&#039;s feasible ===&lt;br /&gt;
*This is an HRP (Heavy RolePlay) server. You are expected to roleplay your actions with other players as long as it&#039;s feasible. If someone engages you in purely ‘robust’ (aka game-mechanics driven) combat while you were attempting to roleplay with them, with no reasonable provocation, please use the admin-help feature to inform an admin.&lt;br /&gt;
**Reasonable provocation would be things that deem you too dangerous to be given even a chance to talk. For example, openly wielding a gun while threatening people, charging someone with a knife, trying to create a hazard, or being the target of a manhunt.&lt;br /&gt;
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*If a fight does begin, you&#039;re not expected to type out every gunshot and dodge and attack. That would be absurd. Generally, you roleplay up until the point that it makes sense to start attacking, and then use game mechanics from there. You are allowed to respond to ‘robust’ violence with your own, if you desire, though you should attempt to return to roleplaying as soon as feasible. The environment is not designed for a focus on action, but rather for character-building and roleplaying. When a fight is over, resume roleplaying.&lt;br /&gt;
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*Movement is considered a game mechanic for the purpose of this rule. Wordlessly running at a security officer who is attempting to arrest you, or wordlessly fleeing from them, is considered engaging in game-mechanic combat. The security officer has valid cause to stop trying to roleplay and stunlock you into the ground.&lt;br /&gt;
&lt;br /&gt;
=== Do not join with an inappropriate ckey ===&lt;br /&gt;
Ckeys, better known as BYOND user names, must be appropriate. If any are deemed inappropriate, the ckey will be banned and you will be unable to play on our server until you make an account with an appropriate name.&lt;br /&gt;
*Ckeys that mock certain players or groups are an example of inappropriate.&lt;br /&gt;
*Ckeys that violate BYOND&#039;s terms of service may also be reported.&lt;br /&gt;
&lt;br /&gt;
=== Do not misuse Global OOC ===&lt;br /&gt;
Many servers simply mute global OOC. We do not, because the OOC command is useful to have on in an RP heavy server.&lt;br /&gt;
&lt;br /&gt;
* Global OOC is used, for instance, to contact someone you were typing a reply to had walked out of the room before you were done, and you&#039;re trying to ask them to come back. It&#039;s also useful if you&#039;re a new player, or an old player exploring new mechanics, who asks something like, &amp;quot;How do I make Tricord again?&amp;quot; or something short and similar. Short, sweet, and relevant OOC messages are generally okay. Welcoming old players returning, or new players joining, is also generally okay.&lt;br /&gt;
&lt;br /&gt;
* Global OOC is &#039;&#039;not&#039;&#039; for idle banter, ranting, things pertaining to incidents in the current round (see previous rule), in-depth explanations (an explanation that takes more than a few lines), shitposting memes, or discussing topics not relating directly to the game. If you want to chatter OOCly, go to our Discord channel, which is linked from the home page or use LOOC so as to not disturb the rest of the server.&lt;br /&gt;
&lt;br /&gt;
* Also, if someone does misuse OOC, do not complain in global OOC about their misusing of global OOC. Not only are you just making the problem worse, that is considered being a backseat admin, which is prohibited by other rules.&lt;br /&gt;
&lt;br /&gt;
== Keep IC and OOC separate ==&lt;br /&gt;
*IC (In-character) and OOC (Out-of-Character) actions and knowledge should be separated as much as possible. Don&#039;t use OOC channels to discuss what&#039;s going on IC until after the round is finished, don&#039;t use OOC knowledge to do things your character wouldn&#039;t know, such as operate medical machines when a cargo technician. You are not playing yourself in the game, you are controlling a character with their own wants and knowledge and the IC/OOC boundary is to help reflect that.&lt;br /&gt;
**Note that these same rules apply to LOOC as well.&lt;br /&gt;
*Don&#039;t complain in OOC when your actions IC get you in trouble. This is self explanatory.&lt;br /&gt;
*Disconnecting or using other OOC means to avoid IC consequences is against the rules. If you do urgently need to leave the server even though you&#039;re being punished, your options are either to surrender and get it over with, or use admin help to inform the admins, &amp;quot;I know Security is after me, but I have to go because (some emergency).&amp;quot; Failure to take ten seconds to tell an admin before disconnecting may result in harsher punishment.&lt;br /&gt;
&lt;br /&gt;
=== Metacomms, metagaming, multi-keying, (etc) are not allowed ===&lt;br /&gt;
*Metacomms: Using third-party programs, such as Discord, IRC, Skype, or even the BYOND pager, to discuss and share information of the ongoing round. This excludes other players, can contribute to toxicity among the playerbase, and is often a tactic used by griefers and thus is a no-go.&lt;br /&gt;
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*Metagaming: Using information obtained from elsewhere to influence IC decisions and actions. Your opinions or knowledge of other players or characters obtained via OOC methods should not direct your IC actions. If you have an OOC grudge against someone, you may not try to antagonize them IC, for example.&lt;br /&gt;
** Metagaming sometimes happens by accident due to game mechanics behaving undesirably due to intentional features or unintentional bugs and oversights. If it happens, ask an admin to help straighten things out if you can&#039;t do so among yourselves.&lt;br /&gt;
&lt;br /&gt;
*Multi-keying: Logging in with multiple BYOND accounts on our game server. There is never any legitimate reason for you to do this and thus is not allowed.&lt;br /&gt;
&lt;br /&gt;
== Create and play server-appropriate characters ==&lt;br /&gt;
Although this is a furry roleplaying server based around 2D spess mans, that doesn&#039;t mean anything goes because that is possible. Suspension of disbelief is still important to a good experience, and breaking that suspension of disbelief is bad for roleplaying. Characters who break that suspension of disbelief are not allowed. Saying &amp;quot;it&#039;s what my character would do&amp;quot; isn&#039;t an automatic protection against this rule if what your character is doing breaks that immersion.&lt;br /&gt;
&lt;br /&gt;
*Play a reasonably sane and mature character, give them a non-immersion breaking first and last name, do not play obvious reference characters, or characters from published works.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind that people do not like pain or dying and usually try to avoid it without good reason. Give your character a reasonable set of strengths, fears, and weaknesses. When writing things for IC, write things out that sound like speech, not emoticons or lolspeak.&lt;br /&gt;
&lt;br /&gt;
*The setting contains no magic. Your character cannot have any superpowers, magical abilities, or anything that does not exist in the setting or cannot be reasonably replicated with game mechanics. If they are not someone who has a good reason to work on the colony, they should not be here.&lt;br /&gt;
**The exception to this is purely private roleplay. For example: If your character and another character are in a dorm by themselves, and the other is OOCly fine with it, your character can display potentially supernatural abilities. This is limited to that roleplay, though. You should not discuss anything about that in public. Use magic at your own risk however, because technically the moment your RP is discovered by someone else, it stops being private, putting you in potential violation of this rule.&lt;br /&gt;
&lt;br /&gt;
*Obscenely oversized or undersized characters are forbidden. Minimum height is at least four feet. Maximum height is about eight feet. Anything more or less really pushes the already shaky believably of abhumans and established alien lore.&lt;br /&gt;
&lt;br /&gt;
*If you are playing a lore based species such as sablekyne, mar&#039;qua, opifex, or whatever else we add in the future, you are expected to play the race as they are canonically meant to be played.&lt;br /&gt;
&lt;br /&gt;
*OOC Notes and Flavor Text are &#039;&#039;&#039;required&#039;&#039;&#039;. Your OOC notes must detail your ERP preferences, and your flavor text should not include non-physical attributes (do not include feelings your character has, or how they act). Character records are something that should be filled out, if you have an issue or don&#039;t know how to do it properly, contact a member of staff for help.&lt;br /&gt;
&lt;br /&gt;
*If your character is suspended, permanently killed off, or otherwise removed from the colony as a consequence for something horrible they did in-character, you are expected to not play that character anymore. See the guide about [[Permanent Death]] for details.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Do not play vibrantly colored or &amp;quot;sparkle dog&amp;quot; type characters. This basically means you should mainly have natural fur coloration and a relatively normal appearance. Yes, our character editor has a ton of color options, including neon colors and many design sprites to do strange things. Creativity is fun, making your appearance as obnoxious as possible will get you a bwoink. We&#039;re a high RP SS13 server, not your sparkle dog fursona simulator. Some leeway is given to races with canonically vibrant colors such as cht&#039;mants and cindarites or custom xenos but try to keep them muted instead of neon. Keep in mind this leeway is extremely small, slapping the &amp;quot;I&#039;m a custom alien! See I used the custom race guide!&amp;quot; is not a shield from being a incredibly retarded look. If an admin asks you to change your color, do so, we have this rule to maintain HRP.&#039;&#039;&#039;&lt;br /&gt;
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=== Do not kill or attack things (including yourself) for no good reason ===&lt;br /&gt;
*This includes yourself. Even in self-defense your goal is to fight off your attacker and survive, killing in a fight should only be done as a last-ditch effort when it&#039;s clear it&#039;s a you or them situation.&lt;br /&gt;
&lt;br /&gt;
*Suicide or self-mutilation is almost NEVER allowed without prior consent from an admin. Contact an admin if you want to have a character commit suicide. Typically the manner in which suicide is carried out is played as an in-game attention grab and without actual compelling reasons. This can upset those that find this subject OOCly uncomfortable. The punishment for suicide is nearly always a permanent ban, so think about that before you kill yourself.&lt;br /&gt;
&lt;br /&gt;
*Excessive responses are also covered by this. Caving in someone&#039;s skull for cutting in line, stabbing yourself in the eye with a screwdriver because you are bored, or jumping off a railing because you&#039;re sad, are all examples of being excessive.&lt;br /&gt;
&lt;br /&gt;
*Outsiders due to their nature and ability to be killed on sight are allowed to kill and or attack people as they see fit, within reason. If Outsiders determine it&#039;s a good idea to move against the gate and attack it, and end up murdering half the colony, there will still be problems. This is not a license to self-antag every round, only to cause issues while outside the walls.&lt;br /&gt;
&lt;br /&gt;
*While Antags -- that being self-antags and staff-chosen ones -- are allowed to kill and place bodies out of the way, it&#039;s still frowned upon to go out of the way to hide or stash a body in a location without any reason for prolonged times. Attempting to PK people by doing so will result in administrative actions, and even if that isn&#039;t the intent, it violates the spirit of the server and may be punished regardless.&lt;br /&gt;
&lt;br /&gt;
=== Do not powergame ===&lt;br /&gt;
*Better known as &#039;playing to win&#039;. As a security person this can be seen as going out of your way and needlessly endangering others to ‘win against’ criminals. As the Colony AI exploiting loopholes in your laws to get yourself out of them or getting the person who subverted you into trouble is another way. There is an implicit allowance for lawed characters to ERP. You may create loopholes for this reason only.&lt;br /&gt;
&lt;br /&gt;
*While this shares several things in common with other rules, it still is it&#039;s own entity. Play to have fun, allow yourself to lose now and again and roll with the blows as it can make things potentially even more interesting.&lt;br /&gt;
&lt;br /&gt;
*Having &#039;&#039;&#039;way&#039;&#039;&#039; too many skills for one character is another example of this. Just because you&#039;re the premier and have access to everywhere doesn&#039;t mean you should (or can) know how to do all the different jobs. (See [[Character Creation#Give them a set of skills|Character Creation]] regarding skills for more information.)&lt;br /&gt;
&lt;br /&gt;
*[[Identifying Antagonists]] when you shouldn&#039;t be able to is also a violation of this rule.&lt;br /&gt;
&lt;br /&gt;
=== Do not godmode ===&lt;br /&gt;
* Often confused with powergaming, godmoding is to create abilities out of nowhere, or do impossible things. If the action cannot be reasonably emulated in the confines of the game&#039;s mechanics, and it gives you some kind of advantage or is exceptionally weird, it&#039;s probably not allowed. For example, if you don&#039;t have access to a mechanic for turning invisible, you can&#039;t turn invisible. Saying you&#039;re invisible doesn&#039;t mean squat.&lt;br /&gt;
&lt;br /&gt;
* Creating a character who is immune to injuries or pain also falls under this. The game won&#039;t let you ignore getting shot, why would any player allow it either?&lt;br /&gt;
** If your character is literally coded to ignore pain, you can ignore pain. Cyborgs and robots are a notable example. They do not feel pain. They are not immune to injury, however.&lt;br /&gt;
&lt;br /&gt;
* Accidental injuries are still in-character injuries unless an admin heals you. Admin heals are generally out of character to void the injury.&lt;br /&gt;
&lt;br /&gt;
* Admins who are caught abusing admin powers to godmod will be immediately bitched at, then promptly shamed severely for it.&lt;br /&gt;
** Obviously we&#039;re not going to punish things we&#039;d do for normal players. Like, nobody is going to care if you spawn a pair of handcuffs for kinky times. We get admin-helps requesting such things all the time. This can extend towards granting equipment as well, as this isn&#039;t so much godmodding as it is helping people. I.E. if you ahelp for a specific tool you can&#039;t otherwise reasonably get we&#039;ll spawn it for you just as we would if we needed it (like a defibb). This is mainly to our discretion, but staff will be bitched at if they say, for example, spawn a gygax for themselves as the bartender during an event.&lt;br /&gt;
&lt;br /&gt;
===Do not abuse subtles===&lt;br /&gt;
Any actions that would obviously be visible should not be hidden using subtles, this includes ERP, whispers longer than a sentence, or actions that would obviously be visible to anyone glancing you way. If you need to speak something longer than a sentence but want to keep it quiet use the whisper command, not the subtle command. Anyone caught using subtles to hide obviously visible actions of paragraphs of texts will get slapped for it.&lt;br /&gt;
&lt;br /&gt;
===Do not steal the spare===&lt;br /&gt;
*We understand there might not always be a premier, if you need the spare for a legitimate reason (setting up the engine, firing/promoting someone, etc.) then feel free to take it, just make sure to return it.&lt;br /&gt;
* If you just want all access, at least take the spare to edit your access level with the nearby console and then leave the badge itself in the premier&#039;s office. Keep in mind, this is still a severe crime in character and if you get caught you&#039;ll be severely punished.&lt;br /&gt;
* If you are an Antag you may steal the spare as you see fit.&lt;br /&gt;
&lt;br /&gt;
=== A guide to the ‘Self-Antag’ ===&lt;br /&gt;
Do not be hostile to other crew for no legitimate reason. Don’t break things, steal things, or do other antagonistic stuff just because you’re bored, it&#039;s the end of the round, you “want to give Security something to do”, etc. If you&#039;re going to be an asshole, have a believable reason why you&#039;re being an asshole. Think about how a normal person would behave under similar circumstances. A well established character who has been around awhile may be given a bit of wiggle room to keep rounds interesting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you&#039;ve become established and been around enough here are some guides and tips to self antagging:&#039;&#039;&#039;&lt;br /&gt;
The key goal to self antagging is to create roleplay that is enjoyable or otherwise fun for players to interact with to differ from the norm. Below are a list of examples but you should always consider &amp;quot;are other people having fun or am I just being a dick?&amp;quot;&lt;br /&gt;
* Buying and selling contraband.&lt;br /&gt;
* Starting a drug production operation in a secluded spot in the colony.&lt;br /&gt;
* Disguising yourself as a specific department and gaining access to it while pretending to be a member of that department until someone notices.&lt;br /&gt;
* Extorting people for cash with a good old fashioned mugging.&lt;br /&gt;
One key thing to remember is in any scenario you should be running/non-lethally fighting security when they come to arrest you unless you want to comply for a shorter sentencing. Always aim to escape and try not to ever use lethal methods else if someone dies you may be perma-brigged or executed. Security can have fun chasing and fighting a criminal, just be wary of pitfalls, nobody likes fighting a no-rp character, build things up first before jumping straight to mechanics.&lt;br /&gt;
&lt;br /&gt;
Apparently it needs to be made clear as to what is or is not off limits. To make this clear, ask yourself these few questions. &lt;br /&gt;
* &#039;Would people have fun if I did this or no?&#039; &lt;br /&gt;
* &#039;Does my character believe they have a legitimate good reason to be doing this?&#039; &lt;br /&gt;
Going further into it, actions have consequences, if you&#039;re caught. If you&#039;re unsure if doing this or that is a-okay, then it would be best to check with a staff member beforehand. What would technically be off limits would be breaking into both of the armories that are maintained by the colony or the AI room and killing the AI without a good reason.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind when doing this is the fine line between being an enjoyable self antag and a griefer. Below is a list of things someone who self antags should be wary of.&lt;br /&gt;
* Don&#039;t complain when you lose or get brigged for a long time. Whatever punishment you receive as a self antag are a example of the rule that you agreed to in terms of handling consequences. &lt;br /&gt;
* Never use explosives that cause serious damage or ruin someone&#039;s round, without admin approval. A flashbang or force bomb so tiny it doesn&#039;t even break tiles? That&#039;s okay. A plasma bomb? You will get banned.&lt;br /&gt;
* Don&#039;t kill other players as a general rule. Not only will this get you killed or perma-brigged yourself but admins will immediately be alerted to your shenanigans if they haven&#039;t already and will be scrutinizing you far closer. Causing someone to die but still capable of revival is a little more acceptable then crushing someone&#039;s brain and removing them from the round entirely. Any forms of perma death will attract admin attention incredibly fast. &lt;br /&gt;
* Do not self antag more than once a day. Seriously, doing it every single time you play will swiftly get admin intervention. Once in awhile is good RP but every shift is a pain.&lt;br /&gt;
As a general rule, if nobody complains about your actions its assumed they are enjoying your shenanigans, but complaints will gain the staff attention and have use look through logs to see if you acted in a way that is good roleplay. If someone does complain immediately in LOOC because you sedated them or so, ignore them and continue on. Staff will handle such matters accordingly as immediate LOOC salt is not a good response.&lt;br /&gt;
&lt;br /&gt;
*You cannot have a character with an “antagonist” background. Your ex-mercenary ex-ninja ex-cultist is not allowed, but certain criminal backstories might be okay. If in doubt, ask an admin. &lt;br /&gt;
&lt;br /&gt;
*We play on ‘Extended’ round type most of the time, and this means that there are no automatically chosen antagonist roles. Most other SS13 servers have antags, but we do not. Any antagonists are staff-selected players, picked to play a specific role.&lt;br /&gt;
&lt;br /&gt;
*And finally although we all enjoy creating interesting RP situations and getting immersed in the round, it is frowned on by staff to &amp;quot;start shit&amp;quot; near round end (15-30mins.)No one wants to wait around for some dumb-ass to have their 30+ mins of glory while we all wait for you to get arrested/investigated/faxed/ect. These situations happen sometimes and we understand that, but do TRY to avoid it. Staff is encouraged to enforce account strikes &amp;amp;/or temporary bans or more if you are shown to be a consistent issue.&lt;br /&gt;
&lt;br /&gt;
Remember that if you &#039;&#039;are&#039;&#039; selected to be an antagonist-type role, it &#039;&#039;does&#039;&#039; give you some wiggle room than usual as far as the server rules go, but it &#039;&#039;&#039;does not&#039;&#039;&#039; give you permission to &#039;&#039;break&#039;&#039; any rules. Stick to your objectives, don&#039;t be over-the-top and ruining everyone else&#039;s fun if you can avoid it. Ask for admin help if you&#039;re not sure.&lt;br /&gt;
&lt;br /&gt;
=== You are expected to perform the job you signed up for ===&lt;br /&gt;
When your character joins the round, you are accepting the responsibilities that the job you have chosen brings with it. Remember: if you are playing in a slot, you are likely preventing other players from performing that role. It is important that you fulfill the tasks that you have signed up for!&lt;br /&gt;
*Marhals should protect the colony from danger, the guild should ensure that power is up and that people can breathe, medical should provide treatment to injuries and other services, cargo should bring in needed cargo on request, Science should do... science stuff, and service should provide food. Command&#039;s job is to make sure at least these basics are being fulfilled, and to react accordingly in an emergency.&lt;br /&gt;
&lt;br /&gt;
*A player must take into account the qualifications (both physical and mental) of their character’s role before placing them into it. If staff find your character to be unsatisfactory in fulfilling the requirements of the role, we may instruct you to revise your character.&lt;br /&gt;
**This includes majorly disabled characters — quadruple amputees, deaf, or blind characters, and so on — which are only permitted on the colony in the assistant (and associated alt-titles) job slot.&lt;br /&gt;
&lt;br /&gt;
*Repeatedly failing to perform to an acceptable standard can result in a ban untill appealed.&lt;br /&gt;
&lt;br /&gt;
*Job strikes are a counter of 0/3 which is noted on your character, after 3 job strikes, which can be earned by bad faxes or legitimate demotions from a head of staff, your character is permanently fired from that department until an appeal is made. Job strikes last 3 months, with the timer resetting with each strike.&lt;br /&gt;
&lt;br /&gt;
*If you are going AFK for an extended period of time (more than 15 minutes), and are occupying a limited-number job slot (any slot other than assistant), you must remove your character from the round using a cryopod (or other similar means) to free the slot. Repeated failure to do this may result in being banned from that job.&lt;br /&gt;
&lt;br /&gt;
*Do not do other people’s jobs. If you joined as medical, do not attempt to hunt down criminals. If you joined as engineering, do not attempt to perform medical treatment on your coworkers. If you are a head position, allow your staff to do work before you do the work yourself; you are a supervisor and manager first and foremost as a head position.&lt;br /&gt;
&lt;br /&gt;
*Do not hijack other people&#039;s jobs. For example, if you&#039;re a roboticist but someone needs surgery, and there&#039;s already a surgeon who isn&#039;t currently busy, then don&#039;t perform the surgery instead of letting them do it. Similar examples exist with every department, so use your judgement. Basically, if you&#039;re &#039;&#039;actively getting in the way&#039;&#039; of someone else trying to do their job, you&#039;re probably breaking this rule.&lt;br /&gt;
&lt;br /&gt;
*Playing jobs that can be called upon at any time to assist other crew members in emergencies waives your right to have interruption-free (E)RP sessions in private, including the dorms. If you join as a Trauma Team, expect to be interrupted out of private scenes. If you’re an engineer, you are expected to set up power systems and repair any large-scale damage that hampers the rest of the crew, regardless of your intent to have sex with the assistants. (Example: The premier getting their rocks off with someone while they are being called to assist with colony matters. They signed up to be the arbiter of colony matters. ERP is not what you are here for in that role. &amp;quot;saying you are busy or occupied&amp;quot; will incur a job strike.)&lt;br /&gt;
&lt;br /&gt;
*If you do prospecting as an non-prospector for more than 30-60 minutes without being in an expedition with them and you are not doing your job, you may get a talking to. If you want to play like a prospector - just play the job instead of ignoring the one you signed up for.&lt;br /&gt;
&lt;br /&gt;
=== You are expected to obey the chain of command (within reason) ===&lt;br /&gt;
*Each head of staff is the de facto leader of their department, so listen to them. Likewise, you should obey decisions from faction owners (if a fax arrives) or council decisions unless directly overridden by an admin. If you consistently do not follow reasonable orders, you will be job banned.&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re playing a role that has [[AI#Interpreting_Your_Laws|AI laws]], you must obey these laws first and foremost to the best of your ability.&lt;br /&gt;
&lt;br /&gt;
*As any role without AI laws, you can disobey orders you think are traitorous, harmful, immoral, or violating [[Laws]]. Use your judgement and consider whether or not disobeying the order could get you in trouble or get someone else horribly killed.&lt;br /&gt;
&lt;br /&gt;
*If you are given an order or AI law that may break another server rule, please alert the admins for a second opinion before continuing.&lt;br /&gt;
&lt;br /&gt;
Mind you, this is &#039;&#039;&#039;not&#039;&#039;&#039; a rule that lets people be fun police as heads of staff. If you feel that someone is ordering you do things that basically require you &#039;&#039;not&#039;&#039; to do your job, or to do your job in ways that aren&#039;t important/fun, then contact an admin for a second opinion or fax a faction owner in character.&lt;br /&gt;
&lt;br /&gt;
=== You are expected to forget events that are deemed non-canon ===&lt;br /&gt;
*This is to keep things a little more sane in-round, and to allow for players with preferences in non-consensual activities to have their fun with people who share those prefs as victims. It is therefore against this rule to remember and abuse the knowledge of who killed/raped after the round has passed unless both people involved agree. You should not have the memory to antagonize or persecute your attacker without the prior OOC agreement of the other parties in the roleplay. They can include this consent in their OOC Metainfo/Notes or discuss it with you in LOOC before or after the roleplay.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind that non-consensual RP, while OOC, is fine it is not on an IC level. Characters who make their non-con actions public or get caught in the act can and will be permanently killed if caught. For example, if a person is tried and executed for rape that character is permanently dead and cannot reappear on the colony. If you wish to do non-con keep it private. &#039;&#039;&#039;You&#039;ve been warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The round ending does not make you immune to a character perma-kill. Just because you evaded capture or was not killed by the time it restarted does not mean everyone forgets what your character did. If you get caught and the evidence is ironclad enough, you will be PK&#039;d.&lt;br /&gt;
&lt;br /&gt;
*This rule also applies to events that cause catastrophic damage to the colony, such as a code red/delta scenario. As a general rule event coordinators &#039;&#039;&#039;should&#039;&#039;&#039; say before or after an event if it is non-canon or not.&lt;br /&gt;
&lt;br /&gt;
*If you are killed in a round and then revived in the same round, you&#039;re memory is entirely intact and may act accordingly.&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;b&amp;gt;The intent of the rules is more important than the letter&amp;lt;/b&amp;gt; =&lt;br /&gt;
The purpose of the rules is to preserve a fun and enjoyable environment for all players. If everyone is enjoying themselves even while the ‘letter’ of a rule is not being followed, it’s likely that no staff intervention will be required. On the other hand, just because something isn&#039;t in the rules doesn&#039;t mean it&#039;s okay or allowed if it&#039;s upsetting a large number of players.&lt;br /&gt;
&lt;br /&gt;
*It is within admin staff&#039;s discretion to decide that certain actions violate one or more rules, even if the specific action is not listed as part of the rule. This is simply the job of the staff to interpret the rules. You can appeal decisions to other admins if you believe one has a bias against you, but doing so after a ruling is passed will get you in trouble.&lt;br /&gt;
&lt;br /&gt;
*Plenty of rules are left vague enough to cover as much as possible without being too oppressing. Attempting to rules-lawyer saying that &amp;quot;this rule doesn&#039;t specifically say I can&#039;t do X&amp;quot;, even if what you are doing is disrupting the server, will generally be ignored. We assume most of you have enough common sense to recognize what a [[#Create_and_play_server-appropriate_characters|sane and stable individual]] would and wouldn&#039;t do within this fictional setting.&lt;br /&gt;
&lt;br /&gt;
=== Listen to admin staff ===&lt;br /&gt;
* One admin&#039;s word is usually as good as any other. Though, just because one admin says something is okay in that moment does not mean it will always be okay under another admin or even the same admin.&lt;br /&gt;
** If this causes a contradiction, you can (and should) inform the new admin of what you were told previously. For example, a Head Admin says you can do something, but that admin has left the server. A lower ranked admin shows up and asks you to stop doing that thing. You can explain that the Head Admin previously said you could do this, but if the lower ranked admin &#039;&#039;still&#039;&#039; wants you to stop, then you should stop. (This obviously works vise-versa as well.)&lt;br /&gt;
** Intentionally not telling a new admin about a contradiction is considered lying. It&#039;s like asking your mom for ice cream, but she says no, so you go ask dad because you think he&#039;ll be less strict.&lt;br /&gt;
* Sojourn is not a straight democracy; our rules and guidelines exist for a reason and we have staff dedicated to enforcing them and help set further guidelines if necessary. &#039;&#039;&#039;However, these rules are always going to be incomplete, and as such, just because something isn&#039;t written doesn&#039;t mean it&#039;s allowed.&#039;&#039;&#039; If a staff member tells you to do something, do it. They tell you to stop, then stop. If you disagree with a ruling, don&#039;t try to argue it then and there, especially if things are hectic. Once things have calmed down, or preferably after the round has ended, you can try to contact the staff member privately to discuss the ruling, or talk to another admin if you cannot talk to or cannot convince the offending admin.&lt;br /&gt;
&lt;br /&gt;
* If you have a question over something unclear or questionable, never be afraid to adminhelp. The staff on hand should discuss it among themselves and give you a ruling, from there on if the ruling is in bad judgement, it&#039;s on the admin who cleared it, not &#039;&#039;you&#039;&#039;. &#039;&#039;&#039;The staff should also &amp;lt;u&amp;gt;NEVER&amp;lt;/u&amp;gt; ban you purely for a complaint against them.&#039;&#039;&#039; Even if you&#039;re a complete asshole about it, as long as the argument stays private, you cannot be banned just for arguing. &amp;lt;font size=&amp;quot;-5&amp;quot;&amp;gt;Although being an asshole usually won&#039;t win an argument, so you probably shouldn&#039;t do that anyway.&amp;lt;/font&amp;gt;&lt;br /&gt;
** Don&#039;t confuse this for &amp;quot;complaining grants you immunity to bans&amp;quot;, because that&#039;s not how it works. If you are told to not break windows and you complain how that isn&#039;t fair, you&#039;re still getting banned for breaking windows if we disagree with your complaint. What this means is we won&#039;t ban you or make an existing ban worse just because you tell us we&#039;re being excessively mean, confusing, or unfair to you or someone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Maintenance Crawls/Dungeoneering =&lt;br /&gt;
A core aspect of our server is our PvE content, this can range from going into randomly generated dungeons, leaving the safety of the colony, or simply crawling through maintenance. However, we also have specific jobs for this and ones who should be doing this. As such, &#039;&#039;&#039;jobs discouraged or disallowed from dungeoneering/maintenance crawling are actively targeted by staff when spotted.&#039;&#039;&#039; Refer to the list below of jobs allowed to maintenance crawl or dungeoneer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The junkfield is exempt from this rule, as it is infinitely reproducible and thus no gameplay or fun is lost by people using it, only gained.&#039;&#039;&#039; Heads of staff and some jobs obviously shouldn&#039;t be doing this if their job requires them to be on colony, but that is better handled in character &#039;&#039;&#039;in most cases.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Core Dungeoneering/Maint Jobs===&lt;br /&gt;
These jobs are allowed to enter and leave the colony, maintenance, and dungeons at will. There expected to do a wide range of things and will never be targeted for being in these areas.&lt;br /&gt;
* Outsider&lt;br /&gt;
* Foreman&lt;br /&gt;
* Prospector&lt;br /&gt;
* Salvager&lt;br /&gt;
* Lodge Hunt Master&lt;br /&gt;
* Lodge Hunter&lt;br /&gt;
&lt;br /&gt;
===Maintenance Allowed Jobs===&lt;br /&gt;
These jobs are generally allowed to enter maintenance, but shouldn&#039;t be leaving the colony or entering dungeons. These jobs have a valid reason listed on what they should be doing, if required. Deviating from this list &#039;&#039;&#039;can and will&#039;&#039;&#039; cause the hammer of staff to come down on you. &#039;&#039;&#039;Maintenance refers to colony maintenance, this does not include deep maints.&#039;&#039;&#039;&lt;br /&gt;
* Prime - Gathering materials and bodies/meat for the bioprinter.&lt;br /&gt;
* Vector - Gathering materials and bodies/meat for the bioprinter.&lt;br /&gt;
* Guild Master - Gathering materials from salvageable machines, setting the maintenance APCs on, and looking for tool mods.&lt;br /&gt;
* Guild Adept - Gathering materials from salvageable machines, setting the maintenance APCs on, and looking for tool mods.&lt;br /&gt;
* Artist - Gathering materials and salvage for the express purpose of filling the artist bench.&lt;br /&gt;
* Cyborgs - Killing roaches, spiders, and dismembering the bodies to prevent infestations.&lt;br /&gt;
* Janitor - Killing roaches, spiders, and dismembering the bodies to prevent infestations. Gathering materials from salvageable machines &amp;gt;&amp;gt;&amp;gt;[Cleaning out any blockages of trash &amp;lt;_&amp;lt;]&lt;br /&gt;
* Cargo technician - Gathering materials from salvageable machines for the glory of &#039;&#039;Cargo...I mean Lonestar&#039;&#039; to sell.&lt;br /&gt;
* Colonist - Giving yourself something to do, sell, or equip and just generally entertain yourself when not roleplaying. Considered the cowards option compared to the much more manly outsider, who truly goes it alone.&lt;br /&gt;
&lt;br /&gt;
===Staff Rules===&lt;br /&gt;
When someone not in the listed jobs above is caught in a dungeon or maintenance, admin staff are not only instructed to but &#039;&#039;&#039;encouraged&#039;&#039;&#039; to use in-game traps and mobs to kill the respective offender. However, this comes with a check list of things that need to be verified.&lt;br /&gt;
&lt;br /&gt;
# Is the person apart of an event (official, mini-event, player run) that gives them a good roleplay reason to be in the area? I.E. the prospectors wanted extra hands and church litanies for healing, so they paid a vector to come with them.&lt;br /&gt;
# Is the person there for a reason that isn&#039;t looting? I.E. are they rescuing someone who is injured, etc. etc.&lt;br /&gt;
# If both answer to both is no, all staff must first subtle message the player in question with a warning of some kind such as &amp;quot;Something doesn&#039;t feel right, you&#039;re being watched...&amp;quot; or &amp;quot;An unearthly silence fills the space around you.&amp;quot; or similar foreboding messages.&lt;br /&gt;
# Give them a reasonable amount of time to flee the area (usually 5 minutes) after the warning is given so they can avoid being killed.&lt;br /&gt;
# If they have not left, start by adding additional mobs/traps in their way as they continue. Under no circumstances should a player ever see the mobs or traps spawned, this means you cannot as staff randomly spawn mobs on top of, in front of, or in implausible locations to harm the offender. This includes spawning hard to spot traps in the path of a walking player, &#039;&#039;&#039;do not do this&#039;&#039;&#039;. As a rule, all additional spawns should be 7 or more tiles away from the player at all times. All methods to ramp the difficulty must be done in such a way that it makes perfect sense in-character, using thematically appropriate traps/enemies. I.E. You shouldn&#039;t be spawning primal renders inside the greyson field offices, etc. etc.&lt;br /&gt;
# Ramp up the pressure until they are dead. Do not begin with 10-20 spiders, start with 3-4 and keep progressing until they are overwhelmed or use lethal traps that they could avoid but will kill them if they&#039;re not careful. The goal is first to scare them to flee and only kill them if they persist. Staff who actively and badly enforce this rule without properly adhering to this list will get a strike. If they get 3 or more strikes, they are no longer allowed to enforce this rule and may be demoted.&lt;br /&gt;
# The body should remain intact and reviable &#039;&#039;&#039;the first time this happens.&#039;&#039;&#039; The second time in the same round, a guilty offender should be rendered unreviable via being devoured by roaches. &#039;&#039;&#039;Do not gib or severely fuck up a body beyond repair on the first offense.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Rules&amp;diff=2632</id>
		<title>Rules</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Rules&amp;diff=2632"/>
		<updated>2022-06-03T12:08:37Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Undo revision 2626 by Jpgemerald (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{GetStartedHeader}}&lt;br /&gt;
&lt;br /&gt;
These are the rules for the server and &#039;&#039;are subject to change without notice&#039;&#039;. For further clarification, use common sense. If you did get banned, there&#039;s probably a good reason for it, but if you disagree, you can always make an appeal on the discord. Although these are rules, but they are not infallible, complete, or concrete, and probably never will be despite our best efforts. If &#039;&#039;ever&#039;&#039; something feels wrong, either don&#039;t do it, or admin-help it first. Above all, use your common sense, listen to the game staff, and try to keep the game fun for everyone; not just yourself.&lt;br /&gt;
&lt;br /&gt;
If you disagree with the rules as they currently stand, talk about it on the discord or with admins and maybe we can improve them through some healthy criticism and debate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These rules are designed to be written in such a way that you can &#039;&#039;usually&#039;&#039; understand them just by reading the headers&#039;&#039;&#039;, because reading &#039;&#039;all of this&#039;&#039; would be insanity for most people. If you cannot understand a rule just by looking at it, or wish to know about possible exceptions or examples, click the rule to learn more.&lt;br /&gt;
&lt;br /&gt;
If you find yourself spending too much time reading this page, or are confused about any rules, please contact an admin on Discord to make suggestions on how these rules could be better worded.&lt;br /&gt;
&lt;br /&gt;
== You must be 18 or older to play on this server ==&lt;br /&gt;
&amp;lt;font color=&amp;quot;red&amp;quot;&amp;gt;&#039;&#039;&#039;There are no exceptions.&#039;&#039;&#039;&amp;lt;/font&amp;gt; If the staff suspects that you are underage for any reason, you will be banned from playing on the server until you are able to prove to the satisfaction of the staff that you are at least 18 years old.&lt;br /&gt;
&lt;br /&gt;
*Use of real world slurs, ‘lolspeak’, and other indications of immaturity may be taken as signs that you are underage.&lt;br /&gt;
&lt;br /&gt;
*Knowing another user is underaged but not reporting it is considered grounds for an immediate, permanent ban.&lt;br /&gt;
&lt;br /&gt;
*The age of consent in your country is irrelevant. Your opinion about this rule is irrelevant.&lt;br /&gt;
&lt;br /&gt;
*You may also not play a character who is under 18 years of age.&lt;br /&gt;
&lt;br /&gt;
== Obey the community&#039;s global rules ==&lt;br /&gt;
These rules apply &#039;&#039;everywhere&#039;&#039;, including Discord, the server, and even private discussions with non-admins. However, not all of the global rules are even possible to break in the server, so this wiki page only covers what&#039;s relevant to the game server. The overlap from the global rules are:&lt;br /&gt;
&lt;br /&gt;
* No spam.&lt;br /&gt;
* No OOCly illegal discussions or content (such as child porn, drugs, piracy, real world threats, etc).&lt;br /&gt;
* Respect other users, don&#039;t use real-world slurs, and don&#039;t intentionally drag private conflicts or in-game conflicts into public OOC (such as on the Discord server, the in-game global OOC channel, or anywhere else).&lt;br /&gt;
* Don&#039;t intentionally abuse server functions to upset (grief) people, or derail discussions. You know what this means, don&#039;t play stupid.&lt;br /&gt;
* No complaining about bans unless it&#039;s in an appeal or to an admin.&lt;br /&gt;
&lt;br /&gt;
== Don&#039;t be an asshole ==&lt;br /&gt;
It&#039;s fine to say stuff and whatnot but being a outright dick isn&#039;t alright, and there&#039;s a fine line with that. Also, spamming racist words is still not okay. &lt;br /&gt;
&lt;br /&gt;
=== Do not inconvenience AFK or disconnected characters ===&lt;br /&gt;
Under normal circumstances, do not harm or otherwise inconvenience characters whose player is idle, ghosted, or disconnected entirely. There are some exceptions to this rule, as follows:&lt;br /&gt;
*If they&#039;ve disconnected/idle for more than 15 minutes, you can put them in cryosleep. If you do that, take away all of their belongings except for their jumpsuit, shoes, ID, and PDA, and return everything else to its rightful department.&lt;br /&gt;
*If they&#039;ve committed a crime, jail them as you normally would and conduct their sentence even if they aren&#039;t connected. 20 minutes in the brig is still 20 minutes in the brig.&lt;br /&gt;
*Emergencies bypass this rule. If it&#039;s an emergency and you need something an idle player has to fix it, you may take it. If a fire starts in a room and the AFK player is the only one who can open the door then it&#039;s an emergency. Needing to get a snack from the kitchen and robbing the chef does not count as an emergency.&lt;br /&gt;
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=== ERP preferences must be respected ===&lt;br /&gt;
Players should have their ERP prefs listed in their “OOC Meta info” or “OOC Notes” on their characters. You are required to respect these preferences so long as they pertain to ERP. If you are unsure about the meaning of some of their preferences, then use LOOC to discuss it with them. If you accidentally go against someone’s preferences, or someone else goes against yours, work to correct it as quickly as possible, even if that means just deciding in LOOC amongst yourselves that ‘this didn’t happen’ and going your separate ways.&lt;br /&gt;
&lt;br /&gt;
*If you are uncomfortable with an ERP theme that you hadn&#039;t thought to add (or didn&#039;t know existed) to a list of dislikes in your OOC notes, speak up in LOOC as normal, but remember to add it immediately afterward so it doesn&#039;t happen again. Conversely, those of you foolish enough to put &#039;anything goes&#039; into your preferences, or anything else vague like this, do so at your own risk. &#039;&#039;&#039;You forfeit your right to complain about preference breaking&#039;&#039;&#039; if you do not put &#039;&#039;some&#039;&#039; indication of your dislikes into OOC preferences. Admins will only warn you about this once.&lt;br /&gt;
**Since non-consensual scenes are a thing, you should at least state your stance on this, and whether or not you&#039;d call for help if given the chance. Example for a person&#039;s OOC text might be, &amp;quot;Unwilling preferred, will try calling for help if attacked.&amp;quot;&lt;br /&gt;
**Non con scenes are allowed in the server if both players are consenting OOC-ly. They should be kept private as being caught can/will result in PK for the offender. Additionally, false accusations of rape/similar are treated the same, unless agreed upon by both players this can result in a PK for the accuser and possible permanent server ban. (Saying &amp;quot;X&amp;quot; raped my character is a BIG deal, and should not be taken as a one off joke. This shit can ruin the lives of a player. Think before you decide to spread these claims. In all cases an event like this should be brought to staff post haste if legitimate violation occurs.)&lt;br /&gt;
**&#039;&#039;&#039;Being found in violation of NON-CON rule(s) will be met with an automatic Player kill (PK) and Perma Ban with no appeal given investigation. You&#039;ve been warned. Respect others or get the fuck off our server.&#039;&#039;&#039;&lt;br /&gt;
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*If you do not like someones erp preferences you won&#039;t be punished for saying so, but do not harass someone just because they like something you don&#039;t. It&#039;s far easier to simply avoid someone and causing drama will get you into trouble.&lt;br /&gt;
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*Do not attempt to force yourself into ERP scenes where the other party (or parties) involved are not comfortable with it, or not even actually participating. This includes (but is not limited to) repeatedly trying to do ERP that a player has blatantly stated they are uncomfortable with, trying to guilt players into having a pity RP with you, doing [https://www.reddit.com/r/SS13/comments/451jtt/hitandrun_erp_is_a_thing_now_apparently hit and run ERP], filling drinks with your bodily fluids, etc. You get the idea. Don&#039;t do that.&lt;br /&gt;
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*AFK/SSD/Disconnected players are not valid targets for any ERP unless their OOC Notes specifically permit otherwise.&lt;br /&gt;
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=== The private areas are protected ===&lt;br /&gt;
The ‘dorms’ area on the map are reserved for ERP and are ‘protected’ from interruption. It is a violation of this rule to break into occupied dorms or harass players in dorms. Dorm areas are any personal apartments generally restricted to a specific person such as a head of staffs private bedroom or a dorm area claimed by a specific person, usually through a labeled door.&lt;br /&gt;
*The only exception is for security to arrest those who have committed crimes. Security is not allowed to indiscriminately inspect dorms for crimes, but a known criminal hiding in a dorm is not protected by this rule.&lt;br /&gt;
*Conversely, it is not permissible to attempt to use dorms to hide from security, or to make their job of finding you harder. The dorms are for people who want to ERP in privacy. Don’t involve them in your shenanigans.&lt;br /&gt;
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=== Do not disrupt non-public ERP scenes ===&lt;br /&gt;
TL;DR is you should avoid screwing with scenes that are not in public areas. The problem is, not everyone knows what is considered public or private. This is especially important for [[Security]] players to know.&lt;br /&gt;
*Dorms are considered private obviously. Don&#039;t mess with those under any circumstances unless someone inside actively invites you. (Calling for help is considered an invite.)&lt;br /&gt;
*Less obviously is finding a scene in maintenance or a room that&#039;s not visible from public areas. You&#039;re not &#039;&#039;dis&#039;&#039;allowed from screwing with the scene in such places, but you at least have to be flexible and let the other party choose to leave if they wish to continue somewhere actually private. Unless you have a reason, you really shouldn&#039;t ruin someones scene for giggles. Example, someone having a scene in a room where you need to do your job (surgery, chemistry, robotics, processing, etc.), someone abusing subtles to have sex in the bar, and stealing the shuttle to have a scene can and should be messed with if it interferes with someone else round. Take it to the dorms or a locked private area if you don&#039;t want to be fucked with and have your scene stomped on.&lt;br /&gt;
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=== Speak English ===&lt;br /&gt;
We are an English server. All OOC communications are expected to be done in English. It&#039;s alright if your English is rough and imperfect, just as long as we can reasonably understand it.&lt;br /&gt;
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*This also extends into IC communications, but is more flexible as some characters have heavy accents.&lt;br /&gt;
*Having a character sometime speak smatterings of other languages is acceptable, but speaking exclusively in these languages for entire sentences is not.&lt;br /&gt;
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=== Roleplay as long as it&#039;s feasible ===&lt;br /&gt;
*This is an HRP (Heavy RolePlay) server. You are expected to roleplay your actions with other players as long as it&#039;s feasible. If someone engages you in purely ‘robust’ (aka game-mechanics driven) combat while you were attempting to roleplay with them, with no reasonable provocation, please use the admin-help feature to inform an admin.&lt;br /&gt;
**Reasonable provocation would be things that deem you too dangerous to be given even a chance to talk. For example, openly wielding a gun while threatening people, charging someone with a knife, trying to create a hazard, or being the target of a manhunt.&lt;br /&gt;
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*If a fight does begin, you&#039;re not expected to type out every gunshot and dodge and attack. That would be absurd. Generally, you roleplay up until the point that it makes sense to start attacking, and then use game mechanics from there. You are allowed to respond to ‘robust’ violence with your own, if you desire, though you should attempt to return to roleplaying as soon as feasible. The environment is not designed for a focus on action, but rather for character-building and roleplaying. When a fight is over, resume roleplaying.&lt;br /&gt;
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*Movement is considered a game mechanic for the purpose of this rule. Wordlessly running at a security officer who is attempting to arrest you, or wordlessly fleeing from them, is considered engaging in game-mechanic combat. The security officer has valid cause to stop trying to roleplay and stunlock you into the ground.&lt;br /&gt;
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=== Do not join with an inappropriate ckey ===&lt;br /&gt;
Ckeys, better known as BYOND user names, must be appropriate. If any are deemed inappropriate, the ckey will be banned and you will be unable to play on our server until you make an account with an appropriate name.&lt;br /&gt;
*Ckeys that mock certain players or groups are an example of inappropriate.&lt;br /&gt;
*Ckeys that violate BYOND&#039;s terms of service may also be reported.&lt;br /&gt;
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=== Do not misuse Global OOC ===&lt;br /&gt;
Many servers simply mute global OOC. We do not, because the OOC command is useful to have on in an RP heavy server.&lt;br /&gt;
&lt;br /&gt;
* Global OOC is used, for instance, to contact someone you were typing a reply to had walked out of the room before you were done, and you&#039;re trying to ask them to come back. It&#039;s also useful if you&#039;re a new player, or an old player exploring new mechanics, who asks something like, &amp;quot;How do I make Tricord again?&amp;quot; or something short and similar. Short, sweet, and relevant OOC messages are generally okay. Welcoming old players returning, or new players joining, is also generally okay.&lt;br /&gt;
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* Global OOC is &#039;&#039;not&#039;&#039; for idle banter, ranting, things pertaining to incidents in the current round (see previous rule), in-depth explanations (an explanation that takes more than a few lines), shitposting memes, or discussing topics not relating directly to the game. If you want to chatter OOCly, go to our Discord channel, which is linked from the home page or use LOOC so as to not disturb the rest of the server.&lt;br /&gt;
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* Also, if someone does misuse OOC, do not complain in global OOC about their misusing of global OOC. Not only are you just making the problem worse, that is considered being a backseat admin, which is prohibited by other rules.&lt;br /&gt;
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== Keep IC and OOC separate ==&lt;br /&gt;
*IC (In-character) and OOC (Out-of-Character) actions and knowledge should be separated as much as possible. Don&#039;t use OOC channels to discuss what&#039;s going on IC until after the round is finished, don&#039;t use OOC knowledge to do things your character wouldn&#039;t know, such as operate medical machines when a cargo technician. You are not playing yourself in the game, you are controlling a character with their own wants and knowledge and the IC/OOC boundary is to help reflect that.&lt;br /&gt;
**Note that these same rules apply to LOOC as well.&lt;br /&gt;
*Don&#039;t complain in OOC when your actions IC get you in trouble. This is self explanatory.&lt;br /&gt;
*Disconnecting or using other OOC means to avoid IC consequences is against the rules. If you do urgently need to leave the server even though you&#039;re being punished, your options are either to surrender and get it over with, or use admin help to inform the admins, &amp;quot;I know Security is after me, but I have to go because (some emergency).&amp;quot; Failure to take ten seconds to tell an admin before disconnecting may result in harsher punishment.&lt;br /&gt;
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=== Metacomms, metagaming, multi-keying, (etc) are not allowed ===&lt;br /&gt;
*Metacomms: Using third-party programs, such as Discord, IRC, Skype, or even the BYOND pager, to discuss and share information of the ongoing round. This excludes other players, can contribute to toxicity among the playerbase, and is often a tactic used by griefers and thus is a no-go.&lt;br /&gt;
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*Metagaming: Using information obtained from elsewhere to influence IC decisions and actions. Your opinions or knowledge of other players or characters obtained via OOC methods should not direct your IC actions. If you have an OOC grudge against someone, you may not try to antagonize them IC, for example.&lt;br /&gt;
** Metagaming sometimes happens by accident due to game mechanics behaving undesirably due to intentional features or unintentional bugs and oversights. If it happens, ask an admin to help straighten things out if you can&#039;t do so among yourselves.&lt;br /&gt;
&lt;br /&gt;
*Multi-keying: Logging in with multiple BYOND accounts on our game server. There is never any legitimate reason for you to do this and thus is not allowed.&lt;br /&gt;
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== Create and play server-appropriate characters ==&lt;br /&gt;
Although this is a furry roleplaying server based around 2D spess mans, that doesn&#039;t mean anything goes because that is possible. Suspension of disbelief is still important to a good experience, and breaking that suspension of disbelief is bad for roleplaying. Characters who break that suspension of disbelief are not allowed. Saying &amp;quot;it&#039;s what my character would do&amp;quot; isn&#039;t an automatic protection against this rule if what your character is doing breaks that immersion.&lt;br /&gt;
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*Play a reasonably sane and mature character, give them a non-immersion breaking first and last name, do not play obvious reference characters, or characters from published works.&lt;br /&gt;
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*Keep in mind that people do not like pain or dying and usually try to avoid it without good reason. Give your character a reasonable set of strengths, fears, and weaknesses. When writing things for IC, write things out that sound like speech, not emoticons or lolspeak.&lt;br /&gt;
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*The setting contains no magic. Your character cannot have any superpowers, magical abilities, or anything that does not exist in the setting or cannot be reasonably replicated with game mechanics. If they are not someone who has a good reason to work on the colony, they should not be here.&lt;br /&gt;
**The exception to this is purely private roleplay. For example: If your character and another character are in a dorm by themselves, and the other is OOCly fine with it, your character can display potentially supernatural abilities. This is limited to that roleplay, though. You should not discuss anything about that in public. Use magic at your own risk however, because technically the moment your RP is discovered by someone else, it stops being private, putting you in potential violation of this rule.&lt;br /&gt;
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*Obscenely oversized or undersized characters are forbidden. Minimum height is at least four feet. Maximum height is about eight feet. Anything more or less really pushes the already shaky believably of abhumans and established alien lore.&lt;br /&gt;
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*If you are playing a lore based species such as sablekyne, mar&#039;qua, opifex, or whatever else we add in the future, you are expected to play the race as they are canonically meant to be played.&lt;br /&gt;
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*OOC Notes and Flavor Text are &#039;&#039;&#039;required&#039;&#039;&#039;. Your OOC notes must detail your ERP preferences, and your flavor text should not include non-physical attributes (do not include feelings your character has, or how they act). Character records are something that should be filled out, if you have an issue or don&#039;t know how to do it properly, contact a member of staff for help.&lt;br /&gt;
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*If your character is suspended, permanently killed off, or otherwise removed from the colony as a consequence for something horrible they did in-character, you are expected to not play that character anymore. See the guide about [[Permanent Death]] for details.&lt;br /&gt;
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* &#039;&#039;&#039;Do not play vibrantly colored or &amp;quot;sparkle dog&amp;quot; type characters. This basically means you should mainly have natural fur coloration and a relatively normal appearance. Yes, our character editor has a ton of color options, including neon colors and many design sprites to do strange things. Creativity is fun, making your appearance as obnoxious as possible will get you a bwoink. We&#039;re a high RP SS13 server, not your sparkle dog fursona simulator. Some leeway is given to races with canonically vibrant colors such as cht&#039;mants and cindarites or custom xenos but try to keep them muted instead of neon. Keep in mind this leeway is extremely small, slapping the &amp;quot;I&#039;m a custom alien! See I used the custom race guide!&amp;quot; is not a shield from being a incredibly retarded look. If an admin asks you to change your color, do so, we have this rule to maintain HRP.&#039;&#039;&#039;&lt;br /&gt;
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=== Do not kill or attack things (including yourself) for no good reason ===&lt;br /&gt;
*This includes yourself. Even in self-defense your goal is to fight off your attacker and survive, killing in a fight should only be done as a last-ditch effort when it&#039;s clear it&#039;s a you or them situation.&lt;br /&gt;
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*Suicide or self-mutilation is almost NEVER allowed without prior consent from an admin. Contact an admin if you want to have a character commit suicide. Typically the manner in which suicide is carried out is played as an in-game attention grab and without actual compelling reasons. This can upset those that find this subject OOCly uncomfortable. The punishment for suicide is nearly always a permanent ban, so think about that before you kill yourself.&lt;br /&gt;
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*Excessive responses are also covered by this. Caving in someone&#039;s skull for cutting in line, stabbing yourself in the eye with a screwdriver because you are bored, or jumping off a railing because you&#039;re sad, are all examples of being excessive.&lt;br /&gt;
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*Outsiders due to their nature and ability to be killed on sight are allowed to kill and or attack people as they see fit, within reason. If Outsiders determine it&#039;s a good idea to move against the gate and attack it, and end up murdering half the colony, there will still be problems. This is not a license to self-antag every round, only to cause issues while outside the walls.&lt;br /&gt;
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*While Antags -- that being self-antags and staff-chosen ones -- are allowed to kill and place bodies out of the way, it&#039;s still frowned upon to go out of the way to hide or stash a body in a location without any reason for prolonged times. Attempting to PK people by doing so will result in administrative actions, and even if that isn&#039;t the intent, it violates the spirit of the server and may be punished regardless.&lt;br /&gt;
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=== Do not powergame ===&lt;br /&gt;
*Better known as &#039;playing to win&#039;. As a security person this can be seen as going out of your way and needlessly endangering others to ‘win against’ criminals. As the Colony AI exploiting loopholes in your laws to get yourself out of them or getting the person who subverted you into trouble is another way. There is an implicit allowance for lawed characters to ERP. You may create loopholes for this reason only.&lt;br /&gt;
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*While this shares several things in common with other rules, it still is it&#039;s own entity. Play to have fun, allow yourself to lose now and again and roll with the blows as it can make things potentially even more interesting.&lt;br /&gt;
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*Having &#039;&#039;&#039;way&#039;&#039;&#039; too many skills for one character is another example of this. Just because you&#039;re the premier and have access to everywhere doesn&#039;t mean you should (or can) know how to do all the different jobs. (See [[Character Creation#Give them a set of skills|Character Creation]] regarding skills for more information.)&lt;br /&gt;
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*[[Identifying Antagonists]] when you shouldn&#039;t be able to is also a violation of this rule.&lt;br /&gt;
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=== Do not godmode ===&lt;br /&gt;
* Often confused with powergaming, godmoding is to create abilities out of nowhere, or do impossible things. If the action cannot be reasonably emulated in the confines of the game&#039;s mechanics, and it gives you some kind of advantage or is exceptionally weird, it&#039;s probably not allowed. For example, if you don&#039;t have access to a mechanic for turning invisible, you can&#039;t turn invisible. Saying you&#039;re invisible doesn&#039;t mean squat.&lt;br /&gt;
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* Creating a character who is immune to injuries or pain also falls under this. The game won&#039;t let you ignore getting shot, why would any player allow it either?&lt;br /&gt;
** If your character is literally coded to ignore pain, you can ignore pain. Cyborgs and robots are a notable example. They do not feel pain. They are not immune to injury, however.&lt;br /&gt;
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* Accidental injuries are still in-character injuries unless an admin heals you. Admin heals are generally out of character to void the injury.&lt;br /&gt;
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* Admins who are caught abusing admin powers to godmod will be immediately bitched at, then promptly shamed severely for it.&lt;br /&gt;
** Obviously we&#039;re not going to punish things we&#039;d do for normal players. Like, nobody is going to care if you spawn a pair of handcuffs for kinky times. We get admin-helps requesting such things all the time. This can extend towards granting equipment as well, as this isn&#039;t so much godmodding as it is helping people. I.E. if you ahelp for a specific tool you can&#039;t otherwise reasonably get we&#039;ll spawn it for you just as we would if we needed it (like a defibb). This is mainly to our discretion, but staff will be bitched at if they say, for example, spawn a gygax for themselves as the bartender during an event.&lt;br /&gt;
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===Do not abuse subtles===&lt;br /&gt;
Any actions that would obviously be visible should not be hidden using subtles, this includes ERP, whispers longer than a sentence, or actions that would obviously be visible to anyone glancing you way. If you need to speak something longer than a sentence but want to keep it quiet use the whisper command, not the subtle command. Anyone caught using subtles to hide obviously visible actions of paragraphs of texts will get slapped for it.&lt;br /&gt;
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===Do not steal the spare===&lt;br /&gt;
*We understand there might not always be a premier, if you need the spare for a legitimate reason (setting up the engine, firing/promoting someone, etc.) then feel free to take it, just make sure to return it.&lt;br /&gt;
* If you just want all access, at least take the spare to edit your access level with the nearby console and then leave the badge itself in the premier&#039;s office. Keep in mind, this is still a severe crime in character and if you get caught you&#039;ll be severely punished.&lt;br /&gt;
* If you are an Antag you may steal the spare as you see fit.&lt;br /&gt;
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=== A guide to the ‘Self-Antag’ ===&lt;br /&gt;
Do not be hostile to other crew for no legitimate reason. Don’t break things, steal things, or do other antagonistic stuff just because you’re bored, it&#039;s the end of the round, you “want to give Security something to do”, etc. If you&#039;re going to be an asshole, have a believable reason why you&#039;re being an asshole. Think about how a normal person would behave under similar circumstances. A well established character who has been around awhile may be given a bit of wiggle room to keep rounds interesting.&lt;br /&gt;
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&#039;&#039;&#039;Once you&#039;ve become established and been around enough here are some guides and tips to self antagging:&#039;&#039;&#039;&lt;br /&gt;
The key goal to self antagging is to create roleplay that is enjoyable or otherwise fun for players to interact with to differ from the norm. Below are a list of examples but you should always consider &amp;quot;are other people having fun or am I just being a dick?&amp;quot;&lt;br /&gt;
* Buying and selling contraband.&lt;br /&gt;
* Starting a drug production operation in a secluded spot in the colony.&lt;br /&gt;
* Disguising yourself as a specific department and gaining access to it while pretending to be a member of that department until someone notices.&lt;br /&gt;
* Extorting people for cash with a good old fashioned mugging.&lt;br /&gt;
One key thing to remember is in any scenario you should be running/non-lethally fighting security when they come to arrest you unless you want to comply for a shorter sentencing. Always aim to escape and try not to ever use lethal methods else if someone dies you may be perma-brigged or executed. Security can have fun chasing and fighting a criminal, just be wary of pitfalls, nobody likes fighting a no-rp character, build things up first before jumping straight to mechanics.&lt;br /&gt;
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Apparently it needs to be made clear as to what is or is not off limits. To make this clear, ask yourself these few questions. &lt;br /&gt;
* &#039;Would people have fun if I did this or no?&#039; &lt;br /&gt;
* &#039;Does my character believe they have a legitimate good reason to be doing this?&#039; &lt;br /&gt;
Going further into it, actions have consequences, if you&#039;re caught. If you&#039;re unsure if doing this or that is a-okay, then it would be best to check with a staff member beforehand. What would technically be off limits would be breaking into both of the armories that are maintained by the colony or the AI room and killing the AI without a good reason.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind when doing this is the fine line between being an enjoyable self antag and a griefer. Below is a list of things someone who self antags should be wary of.&lt;br /&gt;
* Don&#039;t complain when you lose or get brigged for a long time. Whatever punishment you receive as a self antag are a example of the rule that you agreed to in terms of handling consequences. &lt;br /&gt;
* Never use explosives that cause serious damage or ruin someone&#039;s round, without admin approval. A flashbang or force bomb so tiny it doesn&#039;t even break tiles? That&#039;s okay. A plasma bomb? You will get banned.&lt;br /&gt;
* Don&#039;t kill other players as a general rule. Not only will this get you killed or perma-brigged yourself but admins will immediately be alerted to your shenanigans if they haven&#039;t already and will be scrutinizing you far closer. Causing someone to die but still capable of revival is a little more acceptable then crushing someone&#039;s brain and removing them from the round entirely. Any forms of perma death will attract admin attention incredibly fast. &lt;br /&gt;
* Do not self antag more than once a day. Seriously, doing it every single time you play will swiftly get admin intervention. Once in awhile is good RP but every shift is a pain.&lt;br /&gt;
As a general rule, if nobody complains about your actions its assumed they are enjoying your shenanigans, but complaints will gain the staff attention and have use look through logs to see if you acted in a way that is good roleplay. If someone does complain immediately in LOOC because you sedated them or so, ignore them and continue on. Staff will handle such matters accordingly as immediate LOOC salt is not a good response.&lt;br /&gt;
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*You cannot have a character with an “antagonist” background. Your ex-mercenary ex-ninja ex-cultist is not allowed, but certain criminal backstories might be okay. If in doubt, ask an admin. &lt;br /&gt;
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*We play on ‘Extended’ round type most of the time, and this means that there are no automatically chosen antagonist roles. Most other SS13 servers have antags, but we do not. Any antagonists are staff-selected players, picked to play a specific role.&lt;br /&gt;
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*And finally although we all enjoy creating interesting RP situations and getting immersed in the round, it is frowned on by staff to &amp;quot;start shit&amp;quot; near round end (15-30mins.)No one wants to wait around for some dumb-ass to have their 30+ mins of glory while we all wait for you to get arrested/investigated/faxed/ect. These situations happen sometimes and we understand that, but do TRY to avoid it. Staff is encouraged to enforce account strikes &amp;amp;/or temporary bans or more if you are shown to be a consistent issue.&lt;br /&gt;
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Remember that if you &#039;&#039;are&#039;&#039; selected to be an antagonist-type role, it &#039;&#039;does&#039;&#039; give you some wiggle room than usual as far as the server rules go, but it &#039;&#039;&#039;does not&#039;&#039;&#039; give you permission to &#039;&#039;break&#039;&#039; any rules. Stick to your objectives, don&#039;t be over-the-top and ruining everyone else&#039;s fun if you can avoid it. Ask for admin help if you&#039;re not sure.&lt;br /&gt;
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=== You are expected to perform the job you signed up for ===&lt;br /&gt;
When your character joins the round, you are accepting the responsibilities that the job you have chosen brings with it. Remember: if you are playing in a slot, you are likely preventing other players from performing that role. It is important that you fulfill the tasks that you have signed up for!&lt;br /&gt;
*Marhals should protect the colony from danger, the guild should ensure that power is up and that people can breathe, medical should provide treatment to injuries and other services, cargo should bring in needed cargo on request, Science should do... science stuff, and service should provide food. Command&#039;s job is to make sure at least these basics are being fulfilled, and to react accordingly in an emergency.&lt;br /&gt;
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*A player must take into account the qualifications (both physical and mental) of their character’s role before placing them into it. If staff find your character to be unsatisfactory in fulfilling the requirements of the role, we may instruct you to revise your character.&lt;br /&gt;
**This includes majorly disabled characters — quadruple amputees, deaf, or blind characters, and so on — which are only permitted on the colony in the assistant (and associated alt-titles) job slot.&lt;br /&gt;
&lt;br /&gt;
*Repeatedly failing to perform to an acceptable standard can result in a ban untill appealed.&lt;br /&gt;
&lt;br /&gt;
*Job strikes are a counter of 0/3 which is noted on your character, after 3 job strikes, which can be earned by bad faxes or legitimate demotions from a head of staff, your character is permanently fired from that department until an appeal is made. Job strikes last 3 months, with the timer resetting with each strike.&lt;br /&gt;
&lt;br /&gt;
*If you are going AFK for an extended period of time (more than 15 minutes), and are occupying a limited-number job slot (any slot other than assistant), you must remove your character from the round using a cryopod (or other similar means) to free the slot. Repeated failure to do this may result in being banned from that job.&lt;br /&gt;
&lt;br /&gt;
*Do not do other people’s jobs. If you joined as medical, do not attempt to hunt down criminals. If you joined as engineering, do not attempt to perform medical treatment on your coworkers. If you are a head position, allow your staff to do work before you do the work yourself; you are a supervisor and manager first and foremost as a head position.&lt;br /&gt;
&lt;br /&gt;
*Do not hijack other people&#039;s jobs. For example, if you&#039;re a roboticist but someone needs surgery, and there&#039;s already a surgeon who isn&#039;t currently busy, then don&#039;t perform the surgery instead of letting them do it. Similar examples exist with every department, so use your judgement. Basically, if you&#039;re &#039;&#039;actively getting in the way&#039;&#039; of someone else trying to do their job, you&#039;re probably breaking this rule.&lt;br /&gt;
&lt;br /&gt;
*Playing jobs that can be called upon at any time to assist other crew members in emergencies waives your right to have interruption-free (E)RP sessions in private, including the dorms. If you join as a Trauma Team, expect to be interrupted out of private scenes. If you’re an engineer, you are expected to set up power systems and repair any large-scale damage that hampers the rest of the crew, regardless of your intent to have sex with the assistants. (Example: The premier getting their rocks off with someone while they are being called to assist with colony matters. They signed up to be the arbiter of colony matters. ERP is not what you are here for in that role. &amp;quot;saying you are busy or occupied&amp;quot; will incur a job strike.)&lt;br /&gt;
&lt;br /&gt;
*If you do prospecting as an non-prospector for more than 30-60 minutes without being in an expedition with them and you are not doing your job, you may get a talking to. If you want to play like a prospector - just play the job instead of ignoring the one you signed up for.&lt;br /&gt;
&lt;br /&gt;
=== You are expected to obey the chain of command (within reason) ===&lt;br /&gt;
*Each head of staff is the de facto leader of their department, so listen to them. Likewise, you should obey decisions from faction owners (if a fax arrives) or council decisions unless directly overridden by an admin. If you consistently do not follow reasonable orders, you will be job banned.&lt;br /&gt;
&lt;br /&gt;
*If you&#039;re playing a role that has [[AI#Interpreting_Your_Laws|AI laws]], you must obey these laws first and foremost to the best of your ability.&lt;br /&gt;
&lt;br /&gt;
*As any role without AI laws, you can disobey orders you think are traitorous, harmful, immoral, or violating [[Laws]]. Use your judgement and consider whether or not disobeying the order could get you in trouble or get someone else horribly killed.&lt;br /&gt;
&lt;br /&gt;
*If you are given an order or AI law that may break another server rule, please alert the admins for a second opinion before continuing.&lt;br /&gt;
&lt;br /&gt;
Mind you, this is &#039;&#039;&#039;not&#039;&#039;&#039; a rule that lets people be fun police as heads of staff. If you feel that someone is ordering you do things that basically require you &#039;&#039;not&#039;&#039; to do your job, or to do your job in ways that aren&#039;t important/fun, then contact an admin for a second opinion or fax a faction owner in character.&lt;br /&gt;
&lt;br /&gt;
=== You are expected to forget events that are deemed non-canon ===&lt;br /&gt;
*This is to keep things a little more sane in-round, and to allow for players with preferences in non-consensual activities to have their fun with people who share those prefs as victims. It is therefore against this rule to remember and abuse the knowledge of who killed/raped after the round has passed unless both people involved agree. You should not have the memory to antagonize or persecute your attacker without the prior OOC agreement of the other parties in the roleplay. They can include this consent in their OOC Metainfo/Notes or discuss it with you in LOOC before or after the roleplay.&lt;br /&gt;
&lt;br /&gt;
*Keep in mind that non-consensual RP, while OOC, is fine it is not on an IC level. Characters who make their non-con actions public or get caught in the act can and will be permanently killed if caught. For example, if a person is tried and executed for rape that character is permanently dead and cannot reappear on the colony. If you wish to do non-con keep it private. &#039;&#039;&#039;You&#039;ve been warned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The round ending does not make you immune to a character perma-kill. Just because you evaded capture or was not killed by the time it restarted does not mean everyone forgets what your character did. If you get caught and the evidence is ironclad enough, you will be PK&#039;d.&lt;br /&gt;
&lt;br /&gt;
*This rule also applies to events that cause catastrophic damage to the colony, such as a code red/delta scenario. As a general rule event coordinators &#039;&#039;&#039;should&#039;&#039;&#039; say before or after an event if it is non-canon or not.&lt;br /&gt;
&lt;br /&gt;
*If you are killed in a round and then revived in the same round, you&#039;re memory is entirely intact and may act accordingly.&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;b&amp;gt;The intent of the rules is more important than the letter&amp;lt;/b&amp;gt; =&lt;br /&gt;
The purpose of the rules is to preserve a fun and enjoyable environment for all players. If everyone is enjoying themselves even while the ‘letter’ of a rule is not being followed, it’s likely that no staff intervention will be required. On the other hand, just because something isn&#039;t in the rules doesn&#039;t mean it&#039;s okay or allowed if it&#039;s upsetting a large number of players.&lt;br /&gt;
&lt;br /&gt;
*It is within admin staff&#039;s discretion to decide that certain actions violate one or more rules, even if the specific action is not listed as part of the rule. This is simply the job of the staff to interpret the rules. You can appeal decisions to other admins if you believe one has a bias against you, but doing so after a ruling is passed will get you in trouble.&lt;br /&gt;
&lt;br /&gt;
*Plenty of rules are left vague enough to cover as much as possible without being too oppressing. Attempting to rules-lawyer saying that &amp;quot;this rule doesn&#039;t specifically say I can&#039;t do X&amp;quot;, even if what you are doing is disrupting the server, will generally be ignored. We assume most of you have enough common sense to recognize what a [[#Create_and_play_server-appropriate_characters|sane and stable individual]] would and wouldn&#039;t do within this fictional setting.&lt;br /&gt;
&lt;br /&gt;
=== Listen to admin staff ===&lt;br /&gt;
* One admin&#039;s word is usually as good as any other. Though, just because one admin says something is okay in that moment does not mean it will always be okay under another admin or even the same admin.&lt;br /&gt;
** If this causes a contradiction, you can (and should) inform the new admin of what you were told previously. For example, a Head Admin says you can do something, but that admin has left the server. A lower ranked admin shows up and asks you to stop doing that thing. You can explain that the Head Admin previously said you could do this, but if the lower ranked admin &#039;&#039;still&#039;&#039; wants you to stop, then you should stop. (This obviously works vise-versa as well.)&lt;br /&gt;
** Intentionally not telling a new admin about a contradiction is considered lying. It&#039;s like asking your mom for ice cream, but she says no, so you go ask dad because you think he&#039;ll be less strict.&lt;br /&gt;
* Sojourn is not a straight democracy; our rules and guidelines exist for a reason and we have staff dedicated to enforcing them and help set further guidelines if necessary. &#039;&#039;&#039;However, these rules are always going to be incomplete, and as such, just because something isn&#039;t written doesn&#039;t mean it&#039;s allowed.&#039;&#039;&#039; If a staff member tells you to do something, do it. They tell you to stop, then stop. If you disagree with a ruling, don&#039;t try to argue it then and there, especially if things are hectic. Once things have calmed down, or preferably after the round has ended, you can try to contact the staff member privately to discuss the ruling, or talk to another admin if you cannot talk to or cannot convince the offending admin.&lt;br /&gt;
&lt;br /&gt;
* If you have a question over something unclear or questionable, never be afraid to adminhelp. The staff on hand should discuss it among themselves and give you a ruling, from there on if the ruling is in bad judgement, it&#039;s on the admin who cleared it, not &#039;&#039;you&#039;&#039;. &#039;&#039;&#039;The staff should also &amp;lt;u&amp;gt;NEVER&amp;lt;/u&amp;gt; ban you purely for a complaint against them.&#039;&#039;&#039; Even if you&#039;re a complete asshole about it, as long as the argument stays private, you cannot be banned just for arguing. &amp;lt;font size=&amp;quot;-5&amp;quot;&amp;gt;Although being an asshole usually won&#039;t win an argument, so you probably shouldn&#039;t do that anyway.&amp;lt;/font&amp;gt;&lt;br /&gt;
** Don&#039;t confuse this for &amp;quot;complaining grants you immunity to bans&amp;quot;, because that&#039;s not how it works. If you are told to not break windows and you complain how that isn&#039;t fair, you&#039;re still getting banned for breaking windows if we disagree with your complaint. What this means is we won&#039;t ban you or make an existing ban worse just because you tell us we&#039;re being excessively mean, confusing, or unfair to you or someone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Maintenance Crawls/Dungeoneering =&lt;br /&gt;
A core aspect of our server is our PvE content, this can range from going into randomly generated dungeons, leaving the safety of the colony, or simply crawling through maintenance. However, we also have specific jobs for this and ones who should be doing this. As such, &#039;&#039;&#039;jobs discouraged or disallowed from dungeoneering/maintenance crawling are actively targeted by staff when spotted.&#039;&#039;&#039; Refer to the list below of jobs allowed to maintenance crawl or dungeoneer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The junkfield is exempt from this rule, as it is infinitely reproducible and thus no gameplay or fun is lost by people using it, only gained.&#039;&#039;&#039; Heads of staff and some jobs obviously shouldn&#039;t be doing this if their job requires them to be on colony, but that is better handled in character &#039;&#039;&#039;in most cases.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Core Dungeoneering/Maint Jobs===&lt;br /&gt;
These jobs are allowed to enter and leave the colony, maintenance, and dungeons at will. There expected to do a wide range of things and will never be targeted for being in these areas.&lt;br /&gt;
* Outsider&lt;br /&gt;
* Foreman&lt;br /&gt;
* Prospector&lt;br /&gt;
* Salvager&lt;br /&gt;
* Lodge Hunt Master&lt;br /&gt;
* Lodge Hunter&lt;br /&gt;
&lt;br /&gt;
===Maintenance Allowed Jobs===&lt;br /&gt;
These jobs are generally allowed to enter maintenance, but shouldn&#039;t be leaving the colony or entering dungeons. These jobs have a valid reason listed on what they should be doing, if required. Deviating from this list &#039;&#039;&#039;can and will&#039;&#039;&#039; cause the hammer of staff to come down on you. &#039;&#039;&#039;Maintenance refers to colony maintenance, this does not include deep maints.&#039;&#039;&#039;&lt;br /&gt;
* Prime - Gathering materials and bodies/meat for the bioprinter.&lt;br /&gt;
* Vector - Gathering materials and bodies/meat for the bioprinter.&lt;br /&gt;
* Guild Master - Gathering materials from salvageable machines, setting the maintenance APCs on, and looking for tool mods.&lt;br /&gt;
* Guild Adept - Gathering materials from salvageable machines, setting the maintenance APCs on, and looking for tool mods.&lt;br /&gt;
* Artist - Gathering materials and salvage for the express purpose of filling the artist bench.&lt;br /&gt;
* Cyborgs - Killing roaches, spiders, and dismembering the bodies to prevent infestations.&lt;br /&gt;
* Janitor - Killing roaches, spiders, and dismembering the bodies to prevent infestations. Gathering materials from salvageable machines &amp;gt;&amp;gt;&amp;gt;[Cleaning out any blockages of trash &amp;lt;_&amp;lt;]&lt;br /&gt;
* Cargo technician - Gathering materials from salvageable machines for the glory of &#039;&#039;Cargo...I mean Lonestar&#039;&#039; to sell.&lt;br /&gt;
* Colonist - Giving yourself something to do, sell, or equip and just generally entertain yourself when not roleplaying. Considered the cowards option compared to the much more manly outsider, who truly goes it alone.&lt;br /&gt;
&lt;br /&gt;
===Staff Rules===&lt;br /&gt;
When someone not in the listed jobs above is caught in a dungeon or maintenance, admin staff are not only instructed to but &#039;&#039;&#039;encouraged&#039;&#039;&#039; to use in-game traps and mobs to kill the respective offender. However, this comes with a check list of things that need to be verified.&lt;br /&gt;
&lt;br /&gt;
# Is the person apart of an event (official, mini-event, player run) that gives them a good roleplay reason to be in the area? I.E. the prospectors wanted extra hands and church litanies for healing, so they paid a vector to come with them.&lt;br /&gt;
# Is the person there for a reason that isn&#039;t looting? I.E. are they rescuing someone who is injured, etc. etc.&lt;br /&gt;
# If both answer to both is no, all staff must first subtle message the player in question with a warning of some kind such as &amp;quot;Something doesn&#039;t feel right, you&#039;re being watched...&amp;quot; or &amp;quot;An unearthly silence fills the space around you.&amp;quot; or similar foreboding messages.&lt;br /&gt;
# Give them a reasonable amount of time to flee the area (usually 5 minutes) after the warning is given so they can avoid being killed.&lt;br /&gt;
# If they have not left, start by adding additional mobs/traps in their way as they continue. Under no circumstances should a player ever see the mobs or traps spawned, this means you cannot as staff randomly spawn mobs on top of, in front of, or in implausible locations to harm the offender. This includes spawning hard to spot traps in the path of a walking player, &#039;&#039;&#039;do not do this&#039;&#039;&#039;. As a rule, all additional spawns should be 7 or more tiles away from the player at all times. All methods to ramp the difficulty must be done in such a way that it makes perfect sense in-character, using thematically appropriate traps/enemies. I.E. You shouldn&#039;t be spawning primal renders inside the greyson field offices, etc. etc.&lt;br /&gt;
# Ramp up the pressure until they are dead. Do not begin with 10-20 spiders, start with 3-4 and keep progressing until they are overwhelmed or use lethal traps that they could avoid but will kill them if they&#039;re not careful. The goal is first to scare them to flee and only kill them if they persist. Staff who actively and badly enforce this rule without properly adhering to this list will get a strike. If they get 3 or more strikes, they are no longer allowed to enforce this rule and may be demoted.&lt;br /&gt;
# The body should remain intact and reviable &#039;&#039;&#039;the first time this happens.&#039;&#039;&#039; The second time in the same round, a guilty offender should be rendered unreviable via being devoured by roaches. &#039;&#039;&#039;Do not gib or severely fuck up a body beyond repair on the first offense.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2631</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=2631"/>
		<updated>2022-06-03T12:07:23Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Undo revision 2630 by Jpgemerald (talk)&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - ROP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2629</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2629"/>
		<updated>2022-06-03T12:06:56Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Undo revision 2623 by Jpgemerald (talk)&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&lt;br /&gt;
* Thermal Modules&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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{| 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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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, Supply Specialist, 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, or psionics 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2628</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2628"/>
		<updated>2022-06-03T12:06:49Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Undo revision 2624 by Jpgemerald (talk)&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Charges==&lt;br /&gt;
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! 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 Marshals, 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;
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! 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, Supply Specialist, 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;
&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2627</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2627"/>
		<updated>2022-06-03T12:06:40Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Undo revision 2625 by Jpgemerald (talk)&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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;
&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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, Supply Specialist, 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;
&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Creating_a_Race&amp;diff=2622</id>
		<title>Creating a Race</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Creating_a_Race&amp;diff=2622"/>
		<updated>2022-06-02T00:33:52Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Fixes mention of Kaz.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So, you&#039;ve read our lore and decided you want to add your own &amp;lt;s&amp;gt;snowflake&amp;lt;/s&amp;gt; unique flare to it.  Here is a guide to better allow for your own personal desires to fit in with the larger picture.&lt;br /&gt;
&lt;br /&gt;
=Alien or Abhuman?=&lt;br /&gt;
If you&#039;re only looking to have your character with their own backstory, consider using an abhuman, which has the supporting lore of the Sol Federation behind them.  If you want to create an entire minor faction to go with your character, read on below.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The first key thing to creating a unique species is to give them an appearance which is, in some way, alien to what the average player would see.  Convergent evolution means that Earth animals are not unique to Earth, but you must have something unique that sets you apart.  Describe your eyes, any fur patterns, the texture of said fur, and the form of your snout and tail.  Your species should have enough visual qualities that you wouldn&#039;t encounter someone else on the Colony from another species that looks exactly the same.&lt;br /&gt;
&lt;br /&gt;
===Common ways to making yourself distinct===&lt;br /&gt;
* Altered biology such as different joints, skin, fur, eyes, teeth, claws, blood, or bone structure.&lt;br /&gt;
* Different speech patterns that set them apart from regular speaks of English common.&lt;br /&gt;
* Different mentality or approach to specific situations, such as viewing certain topics uniquely based on a biological or cultural response.&lt;br /&gt;
* Having a unique racial name.&lt;br /&gt;
&lt;br /&gt;
===What not to do===&lt;br /&gt;
* Have bright or visually jarring colors such as pink, neon green, and other &#039;sparkly&#039; color patterns.  Although fur dye and genemoding exist, this falls under the same regulations that prevent excessive tattooing.  Try and stay professional!&lt;br /&gt;
* Claim to have abilities or biology that cannot be reasonably represented with in game mechanics. This includes saying you have wings that allow you to fly, acid blood, or strength to rip metal walls apart. Every abhuman and minor faction has the same abilities.&lt;br /&gt;
* Have only one or two minor changes so inconsequential you are identical to a standard abhuman of a similar form.&lt;br /&gt;
* Make them anything other than bipedal. Your alien should be definitively &#039;humanoid&#039; in shape and should follow a bipedal format to avoid any issues like &amp;quot;why does a quadruped walk and run on two legs?&amp;quot;.  Again, this is a limitation of our codebase, engine and our sprites, we&#039;re not able to handle quadrupeds well.&lt;br /&gt;
* Do not use a race or name of a race from some existing fiction, including other servers. We do not have Unathi, Tajaran, Skrell, or other staple SS13 races. For similar equivalents, see [[Core Species]].&lt;br /&gt;
&lt;br /&gt;
===Things to Keep in Mind===&lt;br /&gt;
* The average door frame in Nadezhda is seven feet tall.  Mind your head (and your character&#039;s height)&lt;br /&gt;
* It&#039;s unlikely that anyone will have heard of your minor species, so expect that.&lt;br /&gt;
* Getting an erection should not result in your character passing out. You know what I&#039;m talking about. &amp;lt;s&amp;gt;Fucking hyper fetishes.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve got an idea of what you visually want for your race that makes them unique you then need to create an idea of there culture and society. Restrictions in this area are far more defined and much more easily adhered to.&lt;br /&gt;
&lt;br /&gt;
=Following the Lore=&lt;br /&gt;
Our lore is by design open ended enough to allow players to create interesting and unique concepts, but we are not a free for all. We have clearly defined rules for the creation of new races and alien factions, as a general rule the rules are thus:&lt;br /&gt;
* The Sol Federation is the numerically largest and strongest faction in the known galaxy. They have the most militaristic, economic, and technological might due to being made of the combined abilities and strengths of thousands of human, abhuman, and alien empires united under a single banner. Whatever faction you create, be it a free colony or alien empire, would be destroyed in a matter of hours by the Sol Federation and has not been due to being so small or distant that the cost is not worth doing so. Your empire is not special, it is an ant that the giant is too lazy to crush.&lt;br /&gt;
* Your empire cannot be galaxy spanning or in possession of some powerful or special technology capable of doing things the Sol Federation cannot, if it had that, the federation would come and take it by force. Your empire should be small to the point of insignificant and while it can have its own technology, even unique technology, it should not be particularly powerful.&lt;br /&gt;
* Your empire is not a big player in the lore and will not play a large part the on going colony and server lore. This means that your empire won&#039;t send soldiers or resources to Nadezhda for whatever reason due to either lacking the resources or a method to transport anything meaningful. Remember, these are minor empires.&lt;br /&gt;
* Your empire should have some form of culture and government that is unique enough to stand out under scrutiny, while there isn&#039;t a rule against being generic we want people to create lore that logically makes sense and fits within the scope of our established lore.&lt;br /&gt;
&lt;br /&gt;
If it wasn&#039;t clear, we merely want proposed ideas to be conforming enough not to conflict with what has already been established and to reasonably fit within a suspension of disbelief. This creation and lore is more personal to you, expressed in character to other players, by keeping the scope simple and small you can easily explain why few have actually heard of your homeworld and its people, be they abhuman or alien. If your race and lore conforms to this list as a general rule its alright to play, but if you&#039;re still unsure about some of the unique aspects you can show it to the lore team or contact the Creative Director for inspection.&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2612</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=2612"/>
		<updated>2022-05-26T20:29:34Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Enough of this ownership shit.&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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;
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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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== Permits - MOP ==&lt;br /&gt;
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=== 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;
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=== 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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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;
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= The Council - MOP =&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. 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;
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===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;
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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;
# 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;
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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;
&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;
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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;
 &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;
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= Foreigner Treatment - MOP =&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;
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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;
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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;
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&#039;&#039;&#039;Known Hostile Factions&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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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;
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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;
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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;
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== The Lodge - MOP ==&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;
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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;
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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;
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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;
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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;
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= Duels - MOP =&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;
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= Leaving the Colony - MOP =&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;
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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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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;
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=== Artist - ROP ===&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;
&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&lt;br /&gt;
The partnership between 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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - ROP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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;
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[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2611</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=2611"/>
		<updated>2022-05-26T19:44:10Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Corrects the Gulag statement.&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;
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== 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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - ROP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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 or utilize its equipment or machinery for any reason, 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. Marshals will charge the Blackshield that misuse the Gulag with 301, Negligence. 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2608</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=2608"/>
		<updated>2022-05-20T20:47:19Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Grammar.&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - ROP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2607</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=2607"/>
		<updated>2022-05-20T20:46:54Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Corrects cloaking.&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 - MOP ==&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 - MOP ==&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;
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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;
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Medical issues such as addictions and mental problems are never to be discussed with anyone, unless consent is provided.&lt;br /&gt;
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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;
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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;
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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;
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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;
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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;
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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 - MOP ==&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 - MOP==&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;
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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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== Permits - MOP ==&lt;br /&gt;
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=== 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;
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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;
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=== 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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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;
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= The Council - MOP =&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;
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===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;
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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;
# 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;
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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;
&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;
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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;
&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;
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= Foreigner Treatment - MOP =&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;
&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;
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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;
&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;. While 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 those other than the researchers conducting them. For example, they can shut down experiments with bluespace due to how dangerous they can become due to the incredible instability of bluespace. Researchers attempting to conduct experiments barred by the Marshals or Blackshield can be charged with a crime.&lt;br /&gt;
=== Cyborg Handling - ROP ===&lt;br /&gt;
* In cases where [[Identifying_Antagonists#AI_Malfunction|Cyborgs are confirmed to be malfunctioning]], the cyborg shell may be detonated if attempts to contain and lock down the malfunctioning 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, its sensors should be overloaded with a flash or controlled EMP and its actuator or cell should be removed before resorting to detonation.&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 - ROP ===&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. The 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 are required at all time while inside labs.&lt;br /&gt;
* During the mixing process, an explosive ordnance disposal suit is to be worn at all times.&lt;br /&gt;
* When the mixing process is complete, the 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 - ROP ===&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 researchers are 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, while 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 they are 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, the scientist responsible for their creation is liable for all damages (property, colonists, etc) caused. The Soteria department can choose to pay for their employees&#039; fines, but that is at the discretion of the CBO or CRO. &lt;br /&gt;
&lt;br /&gt;
Genetic Experimentation:&lt;br /&gt;
* All colonists subject to testing must have a [[Example_Paperwork#R.26D_Testing_Waiver|written and signed waiver]] with a stamp from the Chief Research Overseer, Chief Biolab Overseer, or Premier (in order of preference). Failing the presence of any of those, a signature from the researcher and patient will suffice.&lt;br /&gt;
* Soteria can reach out for volunteers from anyone within the colony, even outsiders. Those that volunteer and sign the waiver 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 waiver and pay Soteria for services. If an individual supplies their own creatures containing their desired trait, a discount of up to 50% depending on the creatures and their lethality may be applied. &lt;br /&gt;
** Prices for genetic splicing vary depending on what trait is desired but can go from 500 credits to 1,500, depending on the gene&#039;s rarity and availability. It can also be &#039;free&#039; if the patient is willing to be experimented on in regards to that trait.&lt;br /&gt;
* All individuals that are released while genetically enhanced are to be documented by Soteria, with copies sent to the Marshals in the event that said individual commits a crime.&lt;br /&gt;
* Most genetic genes are legal to have and do not require one to go through additional steps to acquire. However, there are some genetic traits 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: All forms of cloaking cloaking, EMP blast, and X-RAY. Failure to secure permission from the Marshals before splicing these traits 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. Other illegal traits may be added in the future. &lt;br /&gt;
** The HULK gene is absolutely forbidden unless code Delta has been engaged. &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 can situationally authorize their use for colony defense and operations only, so long as those genetically enhanced by their authority have the genetic traits wiped by Soteria at the end of the operation. 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 the Marshals with a purger to fully wipe out their genetic enhancements. Soteria is not responsible for what colonists do after they legally go through the process of getting themselves genetically modified. Marshals and Blackshield may bar a colonist from receiving further genetics work, depending on their attitude, behavior, or past criminal activities while 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;
=== 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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2605</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2605"/>
		<updated>2022-05-19T21:27:26Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Fixes this again, because Moon reminded me &amp;#039;attempt&amp;#039; is not a modifier.&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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 §504-murder or attempted murder, regardless of how &amp;quot;safe&amp;quot; the method is or what happens to the person upon arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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, Supply Specialist, 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, or psionics 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2604</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2604"/>
		<updated>2022-05-19T21:25:05Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Removes the 304 mention.&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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 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;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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, Supply Specialist, 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, or psionics 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2603</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=2603"/>
		<updated>2022-05-19T00:32:00Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Stops making SOP directly fucking contradict itself with charging.&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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, it is recommended you charge. 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, and for other drinks it is recommended you charge. 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;
* 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;
*Lonestar may provide you with additional resources from the Cargo Department, 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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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;
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[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2602</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=2602"/>
		<updated>2022-05-18T20:26:25Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Properly references Contraband charges in Blackshield SOP now.&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;
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== 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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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. Regardless of what type of appeal is made, the suspect is still to 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 §106 or §206 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Laws&amp;diff=2601</id>
		<title>Laws</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Laws&amp;diff=2601"/>
		<updated>2022-05-18T01:11:06Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Brings the permit changes here properly.&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;
These laws will attempt to make clear what is, and is not salvage. Who has rights over what claims, the proper handling of claims and so fourth. These laws MUST be enforced by Nadezhda Marshals or, Blackshield depending the jurisdiction of the &#039;claim&#039; and apply to all colonists of the Nadezdha Colony as well as Colony Allies and &#039;Neutral&#039; third parties.&lt;br /&gt;
Basic salvage rights entail only the following caveats;&lt;br /&gt;
* Trash piles, unclaimed and clearly unowned items and storage containers are the rightful property of the &#039;first claimant&#039;. A trash pile belongs to the first person to touch it, an abandoned locker to the first one to reach it, et cetera.&lt;br /&gt;
* Clearly owned property must be respected. A labeled cart, a gun who&#039;s serial is registered and thus known - these are considered personal property, and must be respected. &lt;br /&gt;
Additionally the following rules apply to all &#039;claims&#039;&lt;br /&gt;
* If an item is stolen and then rediscovered by in an area that would normally count as right-to-loot then it must be returned as it is their rightful property. &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 marked by tape set up by Marshals or Blackshield.&lt;br /&gt;
* Items dropped by colonists or allies due to severe injuries are their rightful property, and MUST be returned. &lt;br /&gt;
* The areas owned by colony allies or factions (such as Voidwolf ally Ships or the Soteria Solar Outpost), and clearly defined departmental zones are barred from allowing salvage claims.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Types of Salvage Claims===&lt;br /&gt;
In  summary, there are four types of salvage areas. Claimed, Unclaimed, disputed and free&lt;br /&gt;
&lt;br /&gt;
*Claimed areas are those within colony borders(or the borders of colony allies) that have a lawful mandate placed over them, determined typically by the High Council, or at times low council. These locations are the claim-right of a particular faction, ally, et cetera. The FULL contents of these areas is the rightful claim of their respective owners, and any contents taken are effectively treated as their &#039;rightful property&#039;. Though mere presence on a claim is not generally sufficient to result in charges, the removal of property from them(I.E scavving) is cause for charges of trespass, theft, and grand theft. Additionally, a modifier &amp;quot;Breach of salvage rights&amp;quot; should be applied to each of these charges and any items taken returned  or, if not possible - their value owed in remediation.&lt;br /&gt;
&lt;br /&gt;
*Unclaimed areas, while still within colony property have no rightful claim placed on them, such claims may be enacted at the discretion of the High council, foreman and low council(in that order of importance), having to be properly ratified and faxed to be valid.&lt;br /&gt;
&lt;br /&gt;
*Uncontested areas are new zones or uncertain zones that have no current claims. While they may be within the borders of the Colony or its Allies, they are generally free to loot so long as general scavenging rules are observed. Conflicts, theft and similar SHALL be punished by law.&lt;br /&gt;
&lt;br /&gt;
*Free areas are neither within colony territory nor hold any special claim. These areas are typically considered &#039;free&#039; of salvage rights and include but are not limited to; the untamed wilds past the colony border and space(and areas located within that do not fall under the purview of the previous types of claims).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Known claims and their status===&lt;br /&gt;
*The Nadezdha colony maintains that the areas in its immediate vicinity, as well as the jungle directly south and the crater directly west are &#039;colony property&#039; and not subject to claims by non-colony forces.&lt;br /&gt;
&lt;br /&gt;
*Colony maintenance is &#039;unclaimed&#039;, thus only basic salvage rights must be respected.&lt;br /&gt;
&lt;br /&gt;
*The Prospectors hold exclusive claims over the following areas; Greyson Positronics field offices and attached locations. &#039;Preppers&#039; bunker. &#039;Ironhead compound&#039; Smuggler base. &#039;Zoo&#039; research facility. &lt;br /&gt;
&lt;br /&gt;
*The &#039;Scrap haven&#039; is, as of now a shared claim between the Prospectors and Hunters lodge - However, the Hunters Lodge has abdicated any right to lease their hold on the claim. &lt;br /&gt;
&lt;br /&gt;
*The hunters Lodge holds exclusive claim over the following areas; The lodge itself and land upon which it sits, and the plains in the immediate vicinity of their lodge&lt;br /&gt;
&lt;br /&gt;
*The &#039;Salvage Fields&#039; are &#039;free&#039; claim, though basic salvage rights should be respected.&lt;br /&gt;
&lt;br /&gt;
*The assorted, smaller &#039;Points of Interest&#039; in the immediate vicinity of the colony are &#039;uncontested&#039;(E.G, scorched outpost, lost outpost, etc).&lt;br /&gt;
&lt;br /&gt;
===Enforcement of Claims and Jurisdiction.===&lt;br /&gt;
As previously stated, it is the duty of Marshals and Blackshield to enforce salvaging rights - though they may vary on where their areas of jurisdiction come into play. &amp;lt;br&amp;gt;&lt;br /&gt;
Blackshield are largely expected to handle matters of salvage dispute where exterior forces threaten Nadezdha Colony(or upon request, colony allies) claims. Exterior factions attempted to jump claims owned by Prospectors should result in their dispatching.&amp;lt;br&amp;gt;&lt;br /&gt;
Marshals however are granted jurisdiction over legal matters of enforcement. Colonists jumping claims that are rightfully held should be charged accounting for the details of the matter. &amp;lt;br&amp;gt;&lt;br /&gt;
In the event where jurisdiction may be at question, it is important to remember that while the blackshield holds legal jurisdiction outside the perimeter fence - they are typically less oriented in the minutiae of law, and should they have to step in to enforce claims upon colonists past the walls they must hand over said colonists on return for processing by Marshals.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Additional Caveats===&lt;br /&gt;
*Salvage rights may, at the determination of their holder - be granted or leased. E.G, The Prospectors may, at the determination of the Foreman or Overboss Hogg grant rights over claims to other factions, allies, etc. &lt;br /&gt;
*The leasing of scav-rights by Foremen must, by order of Overboss Hogg be both A. reported to his office and either a cut of the total salvage or trade of &#039;equal value&#039; taken. The Overboss adds that the job of prospectors is not to make friends, but to make money and that failure to properly extract value from such deals will result in consequences&lt;br /&gt;
*Though it is held that claimants have the right to defend their stake(with force if necessary) it is expected that Claimants use reasoned force in such and that the holding of such stakes be clearly communicated. E.G; A neutral party trespasses on a Colony claim, prospectors must clearly communicate that such a claim exists and offer opportunity for the claim-juimpers to return the stolen salvage and leave before force is used.&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;
* Electro Warfare module&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;
* Stealth Fields (any form, hard-suit or otherwise)&lt;br /&gt;
* Functioning Cryptographic Sequencer(Also known as Emag | E-mag)&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 Supply Speicalist. 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 convicted of any Moderate or high level charges.&lt;br /&gt;
|Immediate demotion, in addition to other penalties levied for the charge.&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;
|006 - Breach of Salvage Rights&lt;br /&gt;
|To violate salvage rights by means of theft, &#039;claim jumping&#039; or otherwise taking undue action against a rightful claimant. &lt;br /&gt;
|Violations of salvaging rights generally results in charges of theft, Grand theft, etc. Additionally any individual found guilty of such a charge may be held to return ALL items taken unlawfully from a claim, or in the event of the items no longer being returnable(sold, used, etc) the offender may be demanded to pay back a value not exceeding the total value of the stollen salvage.&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 Marshals, 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, Supply Specialist, 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, or psionics 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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2600</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=2600"/>
		<updated>2022-05-17T23:08:37Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Changes on Permits. Woo.&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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 - MOP ==&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, or the warrant officer may issue permits for thermal imaging equipment. The warrant officer and the supply specialist are 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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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. Regardless of what type of appeal is made, the suspect is still to 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;
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&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2599</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=2599"/>
		<updated>2022-05-17T22:50:38Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Clarifies the appeal section.&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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 - MOP ==&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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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. Regardless of what type of appeal is made, the suspect is still to 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;
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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 - 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;
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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;
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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;
&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;
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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;
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[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Akula&amp;diff=2598</id>
		<title>Akula</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Akula&amp;diff=2598"/>
		<updated>2022-05-17T20:29:03Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Lets Sudak be Akula too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::&#039;&#039;&amp;quot;It has been said by some that violence is never be the answer. It is not &#039;&#039;&#039;the&#039;&#039;&#039; answer, but rather, it is always &#039;&#039;&#039;an&#039;&#039;&#039; answer. The correctness of it to a given question is where practical morality shows itself. Any given question can be answered through ever escalating violence. A solution can be found through ever mounting force. &#039;&#039;&#039;A&#039;&#039;&#039; solution, however, does not imply the &#039;&#039;&#039;correct&#039;&#039;&#039; solution.&amp;quot;&#039;&#039;&lt;br /&gt;
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Despite rumors and slurs, the Akula are in fact a race of amphibious repto-mammals as akin to ravenous lemurs as they are to any sort of fish. Reaching at the stars from the harsh wilds of their tumultuous homeworld, the Akula are an ancient species sculpted to brutal elegance by fundamental laws of biology and competition. From the industrialized clans of yore, to the fierce mercenaries, soldiers, poets, and craftsmen found across the galaxy, an Akula is known for his or her dedication to a craft or skill. Often seen as blunt, violent instruments, they frequently find themselves overlooked by other species in favor of more “predictable” options.&lt;br /&gt;
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===Quick Start Guide===&lt;br /&gt;
Because no one can remember it all.&lt;br /&gt;
* Akula, big space shark people standing on the average of 180-200cm. Pseudo-reptilian reptomammals, no relation to Earth sharks. &lt;br /&gt;
* Modestly covered and usually wearing protective clothing.&lt;br /&gt;
* Robusto.&lt;br /&gt;
* Digitigrade.&lt;br /&gt;
* Acta non verba. Arguments and pettiness are beneath acknowledging.&lt;br /&gt;
* Ultra-traditional, restrained, meditative, and contemplative.&lt;br /&gt;
* Predatory omnivores.&lt;br /&gt;
* True Akula are always a bit chilly when out of the water.&lt;br /&gt;
* Sudak(plural Sudaek), genespliced cutsy sharky folks averaging 160-180cm. Also used as a slur. Free spirited sharks that are essentially fishy humans.&lt;br /&gt;
* Uacilla is a binary star system with Uacilla Major (Huycau) and Minor (Barastyr).&lt;br /&gt;
* Donbettyr, the stormy, rocky homeworld with dual moons, Huyaendon and Aeldar.&lt;br /&gt;
* Dzerassae, main continent with forests at each tip. Batraz, resource rich cliffy continent. Tlepsh, harsh volcano hellscape.&lt;br /&gt;
* Stylistically space-cowboys, Mongolian nomads, and classical Slavs.&lt;br /&gt;
* Mongolian throat singing.&lt;br /&gt;
* Lots of “ae”.&lt;br /&gt;
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Akula as a species may be the oldest species of sophonts currently active in the galaxy. Cursed with poor public relations, they are a divided people split between loose genemodded free spirits, and ultra-traditional stoics. Sleek and clean death machines, they represent completely opposite ends of political, social, biological, and aesthetic spectrums. Rain-soaked cowboys, gold-hearted firebrands, spacefaring mercenaries, grass-skirted dances, and everything in between. The Akula are a diverse, ancient people slowly sinking their teeth into what the galaxy has to offer, whether the rest of the universe likes it or not.&lt;br /&gt;
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* Akula are amazingly tough and thus get +10 to their toughness stat. An extra +10 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Akula are far more comfortable in colder temperatures than humans and have a much stronger appetite by comparison.&lt;br /&gt;
* Akula have a heavy and blunt tail, an appendage suited for striking hard but not fully harming others. (Similar to a pulled punch)&lt;br /&gt;
* [[Perks|Perk]]: Akula gain the perk &amp;quot;Reckless Frenzy&amp;quot;, which increases their toughness and robustness by +60 but reduces every other stat by -100 for 1 minute every 15 minutes. Using the perk has a loud and vocal growl.&lt;br /&gt;
* Akukla gain the perk &amp;quot;Iron Flesh&amp;quot;, which makes them immune to projectiles and melee weapons embedding in them.&lt;br /&gt;
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==Home system and planet - High Tide==&lt;br /&gt;
Uacilla is a binary star system of dual main-sequence stars, Uacilla Major (Huycau) and Minor (Barastyr). The majority of planets orbit the larger sun, Uacilla Major; Kurdalaegon - The innermost planet, a red terrestrial world devoid of anything but minerals and heat; Donbettyr - The only life-bearing world in several hundred lightyears, a rocky ocean world of near constant storms  and two synchronous moons, Huyaendon and Aeldar; And the two gas giants, Tutyr and Faelvaera respectively, and the many moons and captured asteroids thereof from the haphazard system belt. On the other hand, Uacilla Minor only has the small, desolate world of Aminon.&lt;br /&gt;
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Donbettyr is an old, battered ocean world, with its little land coming in the form of rocky island chains and sparse,  windswept continents. Under the waves lives a nearly unimaginable biodiversity which is still undergoing extensive cataloging. Unique geology and wind erosion dot the ocean sides with spires and arches, while the steppes are adorned with literal steps of geological jutting and collapse, and the strange rocky waves of eroded mountains and overhangs. The northern hemisphere suffers harsh prevailing winds and frequent storms, and rarely do three days pass without showers in a constant North-Atlantic squall. While in contrast, the equator is dotted with thousands of islands of every form, though with the massive tidal shifts from the harsh gravity wells of the moons and the entire system, and frequent tsunamis, the cliffs, volcanos, and massive saltwater mangroves are often the only permanent refuge. &lt;br /&gt;
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The equatorial atolls and mangroves are a hot, wet paradise in the short ‘dry’ season of midsummer, with rich reefs and tropical vistas. The paradise is only a temporary respite from the harsh tropical storms that always linger on the most distant horizons. In stark contrast to the islands, the few distant continents exist largely as dead rocks of moss and lichens, and grassy steppes. &lt;br /&gt;
The primary continent, Dzerassae, is relatively small by most standards and divided in half by a east-to-west  massive erosion valley through the central steppes, and is home to the “Serpent’s Ribs” of several hundred meter half-arches along the valley’s edge. The two largest forests on the planet reside on the north and south of Dzerassae, both temperate and tropical rainforests respectively. The second largest, Batraz lay approximately 1,200km to the East of Dzerassae and was at some point part of joined supercontinent. Batraz is known for its harsh, black cliffs and deep grazing valleys, rich in non-mineral resources. The smallest of the naturally inhabited continents, Tlepsh contains the densest and highest quality mineral deposits above sea level under its barren volcanic wastes.&lt;br /&gt;
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==Biological overview - Less shark, more shark==&lt;br /&gt;
Akula evolution has been one of the longest and oldest amongst modern sophonts, with their homeworld reaching the Palaeozoic equivalency before the Last Universal Common Ancestor split on Earth. Following the laws of hydrodynamics, the ancestors of most of Donbettyr’s amphibious predators followed a striking resemblance to the various iterations of sharks found in nearly every ocean in the galaxy. These pseudo-reptilian ancient monsters ruled the lands and shoals for nearly a billion years, while the swirling nightmares in the endless seas outpaced the slow evolutions of the land. From stubby, flopping amphibians came the repto-mammals which spread and become the majority of carnivores on the land.&lt;br /&gt;
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Over the course of a long, creeping evolutionary tree, climbing hunters vaguely resembling modern Akula took to the trees and cliffs, avoiding larger predators while taking to diving for prey of their own. These bizarre, naked shark-lemurs developed into a niche specialization of diving social pack hunters and ambush predators. For five million years, their slow rise to sapience grew, as ever more complex needs and strategies arose. &lt;br /&gt;
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Two hundred and thirty thousand years ago, the approximate anatomically modern Akula formed. In the time since, they’ve softened slightly from the monsters of both land and sea of old. Averaging between 185cm and 220cm, the modern Akula is a sleek, powerful sculpture of darwinian efficiency. With robust, hydro-dynamically shaped snouts and skulls, and broad diamond teeth, their origin as semi-aquatic predators marks nearly all their features. &lt;br /&gt;
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:* Starting from the ears, pointed and rear-swept shape allows them to be pinned back and streamlined once on the attack, protecting them from damage and drag.&lt;br /&gt;
:* Their eyes focus primarily on distance, adapted to the plains and searching the waters for prey, leaving most to be somewhat farsighted. A protective third eyelid, known as a Nictitating Membrane involuntarily shields the eye from damage and scratching while diving and in extreme frenzies.:&lt;br /&gt;
:* The braincase holds a secondary viscous layer of non-newtonian gel, acting as a secondary blood-brain barrier and a shear-thickening pressure buffer. This aids in protecting the brain from concussive waves and shocks through air and water, but offers little against direct blunt trauma.:&lt;br /&gt;
:* Moving to the snout, the tip is reinforced against shock, and has fewer electroreceptors than the rest of the nose. The nostrils have a small closure to keep water from rushing into the sinuses when diving and thrashing.&lt;br /&gt;
:* These sinuses lead through the skull from the nose to the upper neck, through an olfactory  cavity to a set of tubular semi-vestigial internal gills, and out of a pair of small slits located roughly behind  where human ears lie on the neck, which are virtually invisible while closed. These gills cannot handle a sufficient volume of water to survive and function underwater indefinitely. However, they serve an unusual function of keeping the brain safely oxygenated while the Akula remains in a “zen” meditation of slowed cardiovascular function while underwater, sensing and waiting for prey. &lt;br /&gt;
:* The upper body muscle structure is well suited to climbing the sheer cliffs and tree trunks of their homeworld, though less so for swimming. Females have typical mammalian features, being warm-blooded repto-mammals.&lt;br /&gt;
:* The respiratory and cardiovascular systems feature a high oxygen pre-loading, able to more easily double or triple the body’s normal oxygen saturation safely, or slowing down the vascular processes to a crawl. In combination with the pseudo-gills and pre-breathing, an Akula can remain perfectly still underwater for upwards of ten to fifteen minutes without any additional equipment or training.&lt;br /&gt;
:* Four digit hands end proportionally balanced arms, though double-jointed, the claws and palms clearly define the inside to be the primary grasping surface.&lt;br /&gt;
:* The stomach and digestive tract are not overly picky about protein structures, and are able to extract nutrients from virtually any meat or animal products in the galaxy.&lt;br /&gt;
:* The most striking and noticeable feature of any Akula is their large, highly functional tails. At up to a quarter of their total body weight and containing a significant portion of their muscle mass, an Akula’s tail is the key to their impeccable balance and unrivaled swimming abilities amongst sophonts.&lt;br /&gt;
:* Reproductive anatomy comes in fairly simple form, as is the reproduction itself. Male and female genital structures are both simple, self-lubricating, and sleek. Females give live birth to animalistic pups after a short seven month gestation period in single or litter births from one to three pups. The pups are unusually independent and instinctual until they finish achieving sapience at roughly age three and transition to exclusively bipedal.:&lt;br /&gt;
:* Akula legs are quite powerful and are well developed for climbing and leaping clear of rocks or branches. Digitigrade legs end in three clawed, webbed toes, with a vestigial dewclaw sometimes removed at birth. Despite this power, they are not well suited to long distance running or land speed, but exceptional at marching with heavy loads.&lt;br /&gt;
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Thermal regulation is achieved through metabolic means, panting, and sweating, while cold survival is more of an innate evolutionary factor of Donbettyr life. Unless in water or in heat of approximately 30c and above, the average akula is faced with a dull chill despite temperatures rarely exceeding this threshold anywhere but midsummer on the equator. Conversely, this chill fluctuates little until roughly 0c to 5c. Their skin is non-scaled and variably rough or smooth depending on location, with typical patterns of lighter underbellies and darker patches or stripes along the “upper” surfaces relative to being belly-down in the water. Skin colors tend to be shades of grey, tan or brown, or slightly blue or green-grey. Bright tones do not occur naturally. Hair colors average in the brown, black, grey, silver, and red shades with blonde or other colors not appearing in any unmodified populations.&lt;br /&gt;
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==History and cultures - More bite than bark==&lt;br /&gt;
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One of the most striking factors in Akula biology, evolution, and culture is the duality in all things. A species of ultra violent predators leashed with cultural and religious traditions of restraint and personal responsibility.  Nearly a hundred thousand years of myth, legends, and oral traditions weave endless tapestries of empires, nations, religions and ideals which have ebbed and flowed in the tides. Legends and population distribution suggest that before the last Ice Age on Donbettyr, Akula civilization had achieved global circumnavigation and empires before approximately 70,000-85,000 years BCE. Meticulously carved neolithic ruins both above and under the seas suggest advanced societal structures and tool usage on and off at least as long, and potentially as early as 130,000BCE. Despite this, by the time of humanity’s first contact with them, the species was still a form of pseudo-industrial, coal and oil burning society.&lt;br /&gt;
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During first contact, the broader continent of Dzerassae was divided into a “lukewarm” war that had been underway for two hundred and sixty years as far could be determined. In fact, much of the world was embattled in low-level colonial skirmishes, piracy, and clan rivalry. This, however, was the norm, and for as long as memory and records served, this was how it had been. Tribes, clans, and nations variably skirmishing over resources, territory, or egos. City states dotted the rare useful lands, low rise sprawls tucked away or perched at critical junctures or on ancient ruins over the cliffs.&lt;br /&gt;
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Cultures and religions vary naturally, especially given the immense stretches of time between them. An eternal stalemate to survive, let alone thrive. A consistent thread throughout, however, is the idea of the Mother Culture, long dead and unknown. The virtues of restraint, clarity, introspection, and the good of the family are a common theme seen as all that separates the Akula from the barbarity of the wilds. Naturally boisterous and reactionary, the species is leashed by self discipline, personal responsibility, and holding back the instincts and inherent violence for the hunt and the battlefield. These ideas are the building blocks of nearly all religions, suggestion a common root. &lt;br /&gt;
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Owing to the brutal, uncaring desolation and endless seas, the Akula way of life is disciplined and collectivized to survive. An individual’s value can generally be measured not by their riches, but in deeds for their groups’ well-being, or in the refinement of their craft.  Clans, packs, and families form strong bonds of in-group loyalty, often with tribal ties between even modern corporations and syndicates. Wars have been averted and waged along the lines of these ties. These traditions extend to the near innumerable vessels and fleets that sail the relentless seas, and the predictable oceangoing ways that have shaped societies for millennia. &lt;br /&gt;
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Naval warfare, piracy, and privateering are constant staples of Akula history, and the lines where any of the three begin or end are blurred by the alliances, syndicates, and overall chaos of the near-anarchic political world. The few unified nations capable of supporting significant naval power have historically risen and fallen countless times, to the point where nations exist effectively separate from their governing entities, returning to recover their few material possessions and rebuild once the newest warlord has taken power. This eternal cycle has trapped the Akula in a nearly perpetual state of semi-industrialized dark age for several thousand years, after at least three renaissance and enlightenment ages.&lt;br /&gt;
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The Akula way of life is rough, and often violent. For the most part, societies are largely egalitarian, with men and women expected to pull their weight in labor, defense, childcare, hunting, and farming. Civil rights tend to be limited more by tradition and religion than law, though law tended to be dealt by the gun, the sword, and the rope until the establishment of Sol Federation courts. Decades of strife against the rapid advancement and social degradation and degeneracy have seen the rise of sub-militias and mercenary bands ostentatiously acting as SolFed aligned supplementary Planetary Defense Forces have formed along the ancient tribal, religious, and modern national lines. Despite being one of the oldest and loyalist client species of the Solar Federation, the situation on Donbettyr is only kept stable by the looming threat of SolFed peacekeepers bringing order should any faction act out of line. One can take a shark out of the water, but that does not make it tame.&lt;br /&gt;
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==First Contact==&lt;br /&gt;
Discovered fairly early in human expansion and colonization, Uacilla was happened upon by the survey vessel CEV Old Bull during the first waves of human expeditions through interstellar space. The discovery came as part of colonial prospecting in an expedition investigating planets on the NOMAD IV catalog identified through exoplanet atmosphere spectroscopy to have nitrogen-oxygen atmospheres  within the goldilocks zones of their respective stars. &lt;br /&gt;
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The Old Bull sent for additional resources and vessels while a forward listening post could be established on Aeldar. In the intervening years or months (depending on relative reference frame), teams of xenolinguists and biologists listened and observed while the planet was mapped, sampled, and studied. By the time the Needless Defiance and CEV Ares arrived in-system, the Old Bull had collected enough data to develop a very basic translation system based on primitive radio communications, and rumored abductions. On October 12th, shuttles of the Old Bull and Ares were escorted by drop-ships from the Needless Defiance to every major landmass on Donbettyr. On all identified channels, messages were delivered in the three primary languages translated at the time. &lt;br /&gt;
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Heavy rainfall prevented initial contact for several hours. Word of the alien landings made its way quickly to skeptical leaders around the world, and life went on. Frontline skirmishes between North and South Dzerassae slowed during the first few days while the logistics of investigating the alien presence were dealt with by the locals. In the northern plains of Dzerassae, the Jaesso were the first to make meaningful contact with Humanity and acquiesced to the human requests to establish a base on their land. &lt;br /&gt;
Once word of the discovery reached the public of Sol, a colonization effort soon took form. Human settlements formed on the tropical archipelagoes to become centers of tourism and trade while several plant species on the mainlands were exterminated to eradicate their anaphylactic and carcinogenic pollens. The SolFed takeover of Donbettyr required quite little in the way of manpower or violence on the part of Humanity. Instead, over the course of three years, the Last World War was won by human-allied nations and war-bands using basic laser weapons supplied in exchange for loyalty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Modern Society - Fish out of water==&lt;br /&gt;
As an old, loyal part of the Federation, Uacillia underwent rapid industrialization and colonization, with Humans and Akula having permanent facilities or colonies on or around every celestial body in the system, and several in surrounding systems. Until the development of Bluespace transportation, Uacilla and Donbettyr laid towards the fringes of Federation space and as such remained a relatively independent entity until the long journey to these far-flung fringes became within reach to the casual interstellar traveler. &lt;br /&gt;
&lt;br /&gt;
Human development of the tropical islands and archipelagos into tourist and luxury destinations flourished the otherwise fledgling economy of the Uacillia system, between the actual tourism and eager investments which brought the industrial might of the Solar Federation to the system in a meaningful way. The oceangoing floating paradise cities that dot the seas are a popular attraction for the galaxy’s wealthy, and the less extravagant areas are within reach of the upper middle classes. &lt;br /&gt;
&lt;br /&gt;
For all the advancement and good that colonization has brought, a significant and seemingly irreparable social divide widens by the day. A stubborn, ancient people, the Akula largely prefer to develop and use tools, machines, vehicles, and weapons which have been designed and built by Akula with inspiration from alien technology before purchasing human made products. Exceptions are common, of course, but the craftsman culture remains alive and well. &lt;br /&gt;
&lt;br /&gt;
Competition within and between social groups is a simple way of life, and even with the low-rise urbanization, population density has never been higher for this territorial species. From corporations, gangs, and even labor groups, brawls are frequent, yet grudges  between groups tend to de-escalate as they demonstrate their honor and skill in these skirmishes. These issues are almost universally set aside for festivals and holidays, in keeping with hospitality customs meant to absorb new members into groups.&lt;br /&gt;
&lt;br /&gt;
Though a number of mind-altering plants and undersea flora exist, the only accepted methods of intoxication are alcohol and a cactus-like flowering plant known as kolyuchkha and the honey thereof. The kolyuchka plant can be processed into salves, dried and made into tea, or smoked, all of which provide a very mild, mildly addictive calming clarity and numbness. Though these effects are lesser in other species, the plant and its honey are widely exported for its medicinal properties. The thorns were also used for early needles and darts. All other more destructive forms of drugs are violently opposed, with drug dealers regularly being hung from bridges and lamp posts. Users, pushers, and dealers are generally not recognized as having rights, despite the law.&lt;br /&gt;
&lt;br /&gt;
Personal aviation and boating are common pastimes, with many families having some form of hobby craft. As well, nomadic tribes took early on to using motorcycles and hover-bikes which have become cultural icons akin to the horse in human history, and the rough nomadic men and women are often featured as masculine ideals and biker gangs as charming rogue counterparts. Due to vague geological similarities and the traditional nomadic lifestyle, the term “Mongols” has been attached by humans to these bands, though allusions to cowboys are nearly as common. &lt;br /&gt;
&lt;br /&gt;
Family and clan values continue to exist as a driving factor for many, and ancient modesty traditions hold true today. With the exceptions of strict practicality, Akula clothing tends to be baggy and unflattering, with hooded cloaks, coats, and ponchos being ubiquitous on the planet of near constant rain and mist. Dull earthy tones, washed-out cool or dark warm colors with small touches of brighter accents and embellishment  are the most common, with outliers often facing communal ridicule for childish tastes and attention seeking. This sort of social shaming is a cultural constant, as with the in-group collectivism, being an outlier or degenerate shames the entire family/clan/tribe/nation/species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The same cannot be said for the “New Akula” of the oldest human settlements.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Sudak - New kids on the block==&lt;br /&gt;
As with wherever humans have tread, change follows. With them came wondrous technology, medicine, and genetic modification. The latter of which has created many things, and in the eyes of the average Akula, nothing good. Through genesplicing and manipulations, the Akula subspecies came to be in a matter of decades. &lt;br /&gt;
&lt;br /&gt;
The Sudak (Sudaek plural) are extremely closely related to, and are considered a subspecies and splice of Akula with Human features, rather than Humans with shark-like features (and can be utilized as either Akula properly, or for those who want to look more Human-like, Abhuman). More fair and lithe than their mainland counterparts, Sudak average 10-25cm shorter and significantly lighter and less dense. Hair and skin tones vary greatly from typical True Akula, with garish bright pigments being the norm, though more traditional colors do exist. &lt;br /&gt;
&lt;br /&gt;
Though being the only biologically compatible species for breeding, mixed couples are rare and result in exile from True Akula clans in the vast majority of cases. &lt;br /&gt;
&lt;br /&gt;
Notable differences between True Akula and Sudak/Sudaek are as follows, in order of visibility:&lt;br /&gt;
&lt;br /&gt;
* Coloration is often much more vibrant, and rare markings are exaggerated.&lt;br /&gt;
* Slighter builds.&lt;br /&gt;
* Human jointed hands, sometimes with five fingers.&lt;br /&gt;
* Plantigrade, four or five toed feet.&lt;br /&gt;
* Eyes tend to be more open and expressive.&lt;br /&gt;
* (Occasionally) Actual shark gills attached to the throat rather than the smaller gill slits.&lt;br /&gt;
* Smaller teeth, less aggressive teeth and larger molars.&lt;br /&gt;
* More human like mannerisms, with an almost exclusively human neural structure. &lt;br /&gt;
* Generally more positive and “open” personalities.&lt;br /&gt;
* Looser sexual practices and standards.&lt;br /&gt;
* Unusual genital structures.&lt;br /&gt;
* Existence of hermaphrodites or other malformations otherwise purged from Akula genetics.&lt;br /&gt;
&lt;br /&gt;
Some Akula accept the existence of the Sudak, and individuals thereof. They, however, are a small minority against the overwhelming disgust held by the average person. For both physical, ethical, and social reasons, Sudak are considered aberrations and the term Sudak used on a True Akula is tantamount to a harsh slur and a sure way to start a fight. Racial tension remains at an all-time high, with Sudaks/Sudaek often seen as the antithesis to True Akula morals and ideals. That said, the Sudaek have earned a permanent place rooted deep in the SolFed workings in the entire galactic region, being much more amicable with Human preferences and practices. This has earned them a reputation as manipulators and rootless cosmopolitans more interested in status than the good of the people. The willingness to take and issue loans has also earned a great deal of ire amongst various religious groups, on top of already being seen as unnatural mutants, religious anti-usury practices are older than any records found to date and deep-rooted homophobia further widens the divide. Much of this has been found to be a result of uncanny valley, however.&lt;br /&gt;
&lt;br /&gt;
In direct contrast, the belief in being evolutionary superior and more refined permeates the budding Sudaek culture, fueled by early persecution. Seeing their ancestors as brutes and bigots, Sudaek generally identify more with human culture and customs. Tropical life with the openness of their vacationers’ paradise and the comforts of cutting edge technology, they’re typically quite outgoing, bubbly, and “comfortable” in many aspects, even by Human standards, let alone the refined stoicism of their mainland cousins. Favored for their more positive demeanor and less intimidating features, the Sudaek have a disproportionate public representation in media, marketing, and customer focused roles throughout the Federation. The face of Donbettyr is that of a smiling Sudak girl in a grass skirt on a tropical vista, as opposed to the stoic, robed and gun-toting Akula warrior poets of the Serpent’s Ribs.&lt;br /&gt;
&lt;br /&gt;
==Akula and the Galaxy - Sharks in space==&lt;br /&gt;
Despite their long presence in the Federation, the Akula remain a minority against the human and abhuman Federation. Saddled with a storied reputation as brutes and warmongers due in large part to the quite famous images of the “New species of laser-shark berzerkers” from the earliest colonization, Akula have a limited public image outside their galactic region beyond engineers, miners, military, and exploration roles. At large, a significant deal of confusion between the Akula and Sudaek exists in the public eye, with the Sudaek being more prominent in media and often identifying themselves as Akula to avoid the somewhat insulting name, and true Akula remaining insular to human and Akula groups. &lt;br /&gt;
&lt;br /&gt;
On top of this, is the confusion that True Akula are exclusively warriors or workers, while the Sudaek are the poets, artisans, and craftsmen. The rarely understood truth is that Sudaek are much more in the service, banking, media, and humanities. As well, reputations for sexual diversity and freedom blanket the public perception, much to the dismay of the prudish, modest traditionalists that make up the majority of the species… And to the disappointment of many would-be suitors.&lt;br /&gt;
&lt;br /&gt;
Akula-Human relations are the strongest inter species tie for the polite xenophobes. Abhuman races are generally politely tolerated and respected if they earn it, but not something to bring home to the family. Pure humans can become recognized as part of families, tribes, and clans, and while it may be begrudgingly given by some, being accepted by a group is a significant honor and comes with the perks and protections thereof. Much like being a citizen of ancient Rome, declaring oneself a member of a band or clan carries a significant social sway and responsibility.&lt;br /&gt;
&lt;br /&gt;
Relations with other species are less favorable. The most common first contact method any species has with Akula comes as the spearhead of SolFed annexation or from pirate raiders beyond the edges of civilization. As such, Akula Breacher Teams are renowned, feared, or reviled depending on who hired them. &lt;br /&gt;
&lt;br /&gt;
The Mar&#039;Qua, for example, have had overwhelmingly negative encounters and relations with Akula, despite a vague biological similarity. Both sides claim objective superiority over each other, and Mar&#039;Qua media representation of Akula as nothing more than monsters has created significant tension between the species on top of extreme differences in culture and morals. Body language readability and the stoicism of Akula until their indignation boils over lends to the belief of being short-tempered and spontaneously violent by the uninitiated layman. Mar&#039;Qua in in turn, are seen as blind, pompous, and willfully ignorant. &lt;br /&gt;
&lt;br /&gt;
Likewise, relations with the Naramadi are tense at best, and openly hostile at worst. Virtually all contact between the species comes from conscription into the various branches in the SolFed military. Significant human oversight and mediation is needed to reduce the number of “accidents” incurred against Naramadi, with mixed units requiring Human officers to prevent fragging. Inherent social and biological differences between species draws harsh ire from Akula troopers, who are self-motivated and see service as a duty and regular part of adulthood, in direct contrast to the impression of Naramadi being individually cowardly and requiring harsh leaders to motivate them into brutal combatants. As such, Naramadi are considered immature and akin to dull, merping, overgrown pups suitable for distractions and cannon fodder. Few acts of intelligence and heroism are sufficient to earn Naramadi recognition as fellow warriors instead of attack dogs. &lt;br /&gt;
&lt;br /&gt;
Expansion outwards from their wet home has been slow-going compared to most other species in the Federation. Conversely, it’s also been the most ethnically homogeneous non-human expansion in the Federation, with Akula staking claims to a number of second and third tier habitable planets. The few Akula colonies are far-flung and highly selective for conditions similar to Donbettyr. On the other hand, many have found their way across the galaxy as traders and workers, and indeed, some as soldiers and mercenaries. &lt;br /&gt;
&lt;br /&gt;
Without the restraints of the Solar Federation, it’s impossible to know the path this species will take, between stagnation, genocide, or expansion into Andromeda, only time will tell.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
For Akula players&lt;br /&gt;
A “True Akula” features:&lt;br /&gt;
* Digitigrade legs with three toes with claws, and a vestigial dewclaw.&lt;br /&gt;
* Four-digit hands with claws and double joints.&lt;br /&gt;
* A single small closing slit near where human ears would be for exit-only vestigial gills.&lt;br /&gt;
* Single-rows of large, broad teeth.&lt;br /&gt;
* Modesty in clothing.&lt;br /&gt;
* Extreme traditionalism and family/clan values or rebellion against that tradition.&lt;br /&gt;
* Cold resistance, but always feel slightly cold out of water.&lt;br /&gt;
* No mutations due to disposing of mutant children before or at birth for over a hundred thousand years.&lt;br /&gt;
* Nictitating membranes.&lt;br /&gt;
* Biting is seen as extremely vulgar.&lt;br /&gt;
&lt;br /&gt;
You are a member of a species of consummate professionals with ancient traditions of meditation and restraint. Passions are embers or thermite fires, behind masks of predatory stoics. Your people are exceptionally traditional and bigoted, but polite and respectful, showing a dignity to animals and people, even the people that are considered no more than savage animals. You are an ambassador of your people, your family, your clan, and your species, and you actions are your net worth. Arguments and petty squabbles are below you, and your slates cleaned of grudges once your long, controlled fuse runs out and you put someone in their place. &lt;br /&gt;
&lt;br /&gt;
You are an alien, you are not trusted, your people face significant prejudice and a reputation as mindless monsters without culture. Your family history is likely older than the Roman Empire and your clan sailed the waves while woolie mammoths still roamed the Earth. &lt;br /&gt;
&lt;br /&gt;
Naming and general cultural hints should fall in the broader Eurasia inspirations, Slavic, Caucus, Tartar, and Mongolian. Regular human names are uncommon, but not egregious. Muted tones and high standards are running themes. Mutations are virtually non-existent and body modifications are grounds for exile. You’re most likely from a brutal under-developed world, or born in space. You’re always a bit cold without your modest, practical clothes, jackets, cloaks, or scarves. Your colors are expected to be fairly natural and sharky, though very grey greens and blues are fine. Bright neon tones are not socially acceptable, though outcasts can be found in space trying to escape these norms and dogmas.&lt;br /&gt;
&lt;br /&gt;
You are not reproductively compatible with any humans or abhumans except Sukaek, and that is wildly taboo, and produces only True Akula or only Sudaek offspring depending on the mother’s species. Interracial couples are excommunicated from Akula social groups. The sexual revolution was crushed with an iron fist.&lt;br /&gt;
&lt;br /&gt;
Your effeminate, weak, mutant cousins are social, biological, and ethical chromosomatic aberrations. The sight, smell, and sound of them makes your eyes roll and twitch with disgust at these domesticated playtoys of the rich and powerful. Being called a Sudak is fighting words and a curse against your name.&lt;br /&gt;
&lt;br /&gt;
For Sudak players&lt;br /&gt;
A “Sudak” or genespliced Akula features:&lt;br /&gt;
* Typically plantigrade, human style legs and feet.&lt;br /&gt;
* Normal, five digit hands.&lt;br /&gt;
* Optionally, actual shark gills.&lt;br /&gt;
* Smaller teeth, optionally with disposable teeth.&lt;br /&gt;
* Genemodding.&lt;br /&gt;
* Optionally, colorful hair or markings, possibly even with scales or fur.&lt;br /&gt;
* Free spirits.&lt;br /&gt;
* Cute.&lt;br /&gt;
* Unusual genitalia or atypical combinations.&lt;br /&gt;
* Generally socially comfortable.&lt;br /&gt;
&lt;br /&gt;
You are the anime shark-girl of everyone’s dreams. Essentially a human with a snout, a tail, gills, and pointed animal ears, you’re free to be as colorful, garish, and degenerate as you’d like. You’re less physically imposing, still unusually durable, but only the most trained and dedicated, genemodded bodybuilding Sudak compares to the nature of True Akula. In exchange, you’re not burdened by the staunch traditions and etiquette, backwards religions or bigotry. You can be as free a spirit as you’d like. &lt;br /&gt;
&lt;br /&gt;
You cannot pass as a True Akula unless taking significant and active measures to blend in, and even then you’ll look noticeably effeminate and child-like to your shark-monster cousins, even if you don’t to human eyes. You fit somewhere more akin to other abhumans, despite being biologically very Akula.&lt;br /&gt;
&lt;br /&gt;
Your firebrand temper, or mild demeanor are just as socially valid as anyone else, as are your lusts and desires. As free as anyone can be in times like these, you’re not nearly as affected by the ever present chill, and can comfortably show as much skin as legally allowed. Your kind is known for their hospitality and pleasant, if intense ways. You can live hard, love hard, and play hard. &lt;br /&gt;
&lt;br /&gt;
You and your family are inherently a higher economic strata than your brutish relatives, with your charm and sleek looks. The blood of an ambush predator still runs through you, and without the raw power to use that, your grace, wits, and body, you can navigate the modern hunting grounds of wealth and influence just as well as the ancients hunted the seas. You’re the next evolution in Akula, and you wear the name proudly, even if just to spite the brutes who call themselves the “True” Akula to undermine your kin.&lt;br /&gt;
&lt;br /&gt;
For everyone else:&lt;br /&gt;
At first glance, the average person might have trouble telling apart an Akula from a Sudak, if even remotely aware there’s a difference. Previous experiences and familiarity largely depend on the character’s background. Service, business, and medical/research types have likely encountered mostly the “cute” and lithe Sudaks/Sudaek subspecies of genespliced Akula, which are generally rowdy humans with tails. Sometimes known for being especially “comfortable” around people.&lt;br /&gt;
&lt;br /&gt;
On the other hand, those in more hands-on professions might have experience with “True Akula”, large, digitigrade shark monsters which keep to themselves or their working groups. They’re seen as warmongers, pirates, and savages, with their culture mostly ignored in all depictions. Often seen as antisocial, this is a defense mechanism against starting pointless arguments or damaging productivity.&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2589</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=2589"/>
		<updated>2022-05-16T01:58:57Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Fixed MOP/ROP for Science&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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 - MOP ==&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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2588</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=2588"/>
		<updated>2022-05-16T01:54:29Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Adds in MOP/ROPs&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 - MOP ==&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 - MOP ==&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 - MOP ==&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 - MOP==&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;
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== Permits - MOP ==&lt;br /&gt;
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=== 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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2587</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=2587"/>
		<updated>2022-05-16T01:54:20Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Adds in MOP/ROPs&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 - MOP ==&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 - MOP ==&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 - MOP==&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 - MOP ==&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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2586</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=2586"/>
		<updated>2022-05-16T01:54:06Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Adds in MOP/ROPs&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 - MOP ==&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 - MOP==&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 - MOP ==&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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;
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[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2585</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=2585"/>
		<updated>2022-05-16T01:53:56Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Adds in MOP/ROPs&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;
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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;
&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;
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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;
&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;
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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;
&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 - MOP==&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 - MOP ==&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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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>SneakyFoxOfDas</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Standard_Operating_Procedure&amp;diff=2584</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=2584"/>
		<updated>2022-05-16T01:53:43Z</updated>

		<summary type="html">&lt;p&gt;SneakyFoxOfDas: Adds in MOP/ROPs&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 - MOP ==&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 - MOP =&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 - MOP =&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 - MOP ==&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 - MOP =&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 - MOP =&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - MOP ===&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 - ROP ==&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 - MOP===&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 - ROP====&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 - ROP====&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 - ROP====&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 - MOP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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 - ROP ===&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;
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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;
&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;
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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;
&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;
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[[Category:Guides for New Players]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
{{Gameplay guides}}&lt;/div&gt;</summary>
		<author><name>SneakyFoxOfDas</name></author>
	</entry>
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