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	<title>CM-SS13 - Wiki - User contributions [en-gb]</title>
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	<updated>2026-04-07T07:59:28Z</updated>
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	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40165</id>
		<title>W-Y PMCs</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40165"/>
		<updated>2026-01-16T04:54:49Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = PMC-Standard.png&lt;br /&gt;
|jobtitle = W-Y PMC&#039;s&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Corporate Liaison]], W-Y&lt;br /&gt;
|rank = Team Leader (Officer) / Security Expert (Medic, Specialist, Sniper) / PMC (Tactical Responder)&lt;br /&gt;
|duties = Protect the Corporate Liaison and Weyland-Yutani&#039;s interests, secure the Almayer&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/acutely aware/well-informed of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ensure no damage is incurred against W-Y. Make sure the Corporate Liaison is safe.&amp;lt;br&amp;gt;Deny W-Y involvement and do not trust the United Americas/USCM forces.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;W-Y PMCs&#039;&#039;&#039; are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
W-Y PMCs are the most similar ERT in playstyle to the US Colonial Marines, as PMCs operate similar weapons and equipment. Unlike the USCM, the PMCs are significantly better funded and equipped, thus they come with more powerful, but expensive, weapons and support equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PMCs operate under a more rigid command structure, with far more highly specialised roles dictating a soldiers designation in a squad, unlike the more flexible USCM Specialist system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One advantage of the PMCs is that they&#039;re stronger than most ERT squads and they carry stronger weapons and equipment than all of the ERTs alike (Besides the Commandos). These people play on the offensive and they have Sniper and a Smartgunner to provide support for their fellow soldiers.&lt;br /&gt;
&lt;br /&gt;
= Backstory =&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of W-Y&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful W-Y cruiser that patrols the outer edges of the Neroid Sector. Under the directive of W-Y&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
Rumors say that a W-Y Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
W-Y PMCs are dispatched from Whiteguard Solutions a subsidiary of the company, and report directly to the board of directors unless otherwise briefed. They may at times be placed under the direct command of the [[Corporate Liaison|Corporate Liaison]], to carry out necessary objectives that are of interest to the company, if the Liaison was to die then the PMC Team Leader has agency to ensure the company&#039;s interests are secured.&lt;br /&gt;
&lt;br /&gt;
= W-Y PMC Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |PMC Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]] &amp;lt;br&amp;gt;PMC Tactical Responder (PMC Standard) [[File:PMC Standard icon.png]] &lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition or the &lt;br /&gt;
[[Marine Equipment#Restricted Marine Weapons|M240 Incinerator Unit]] or the [[Marine Equipment#NSG_23_Assault_Rifle|NSG 23 Assault Rifle]]. While they may appear as an underwhelming threat, their superior armor lets them soak a lot of damage and their SMG, Flamethrower or Assault Rifle is on par if not better than the M41A Mk2.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]] &amp;lt;br&amp;gt;PMC Medical Specialist (PMC Medic) [[File:PMC Corporate Medic icon.png]]&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition and medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|medical = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Spec.png|64px]] &amp;lt;br&amp;gt;PMC Support Specialist (PMC Gunner) [[File:PMC Gunner icon.png]]&lt;br /&gt;
|Equipped with a [[Marine_Equipment#M56_Smartgun|M56 Smartgun]], better ammunition and reinforced armor. The PMC Gunner is capable of laying down a significant amount of firepower akin to USCM Smartgun. You do not have USMC IFF by default, your SG can kill a lot of marines if you don&#039;t understand this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]] &amp;lt;br&amp;gt;PMC Sniper (PMC Specialist) [[File:PMC Sniper icon.png]]&lt;br /&gt;
|Equipped with [[Marine_Equipment#M42c_Anti-Tank_Rifle|M42C Anti-Tank Rifle]] and sniper armor. Their unique sniper allows the PMC Sniper to deal massive amounts of damage in comparison to their USCM counterpart. For self defence they are equipped with the standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]]. The Anti-Tank Rifle cannot pass through Marines and will kill them because of your lack of IFF by default.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|melee = 1&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|rpg = 1&lt;br /&gt;
|m4ra = 1&lt;br /&gt;
|m42a = 1&lt;br /&gt;
|m92 = 1&lt;br /&gt;
|m420t = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]] &amp;lt;br&amp;gt;PMC Team Leader (PMC Officer) [[File:PMC Leader icon.png]]&lt;br /&gt;
|Commander of the PMC force. Equipped with an advance [[Marine_Equipment#M41A.2F2_Battle_Rifle|M41A/2 Battle Rifle]] and a [[Marine_Equipment#VP-78_Pistol|VP78 Pistol]]. The Officer&#039;s job is to direct the PMC squad on their mission. The Officer, unlike their USCM counterpart, is significantly more well armed and thus a deadly combatant in the field.  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|leadership = 1&lt;br /&gt;
|medical = 1&lt;br /&gt;
|jtac = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC Support Synth.png|64px]] &amp;lt;br&amp;gt;PMC Support Synthetic (PMC Synth) [[File:PMC Support Synthetic icon.png]]&lt;br /&gt;
|Equipped with standard support-synthetic gear, the PMC Support Synthetic is the designated support specialist for the squad, capable of engineering, medical, and non combat duties.  &lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|navigation=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
__NOINDEX__&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Three_World_Empire&amp;diff=40164</id>
		<title>Three World Empire</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Three_World_Empire&amp;diff=40164"/>
		<updated>2026-01-16T04:52:00Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:3WE_Patch.png|200px]]&lt;br /&gt;
=Three World Empire=&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Formed in 2088, the Three World Empire (3WE) was a federation of nations created by the joining of the United Kingdom and Japan, as well as allied nations including India, Indonesia, and Australia. Following the formation of this federation, the Japanese Yutani Corporation purchased and merged with the British Weston Corporation leading to the 3WE’s status as the most significant economic force in Sol. The name, Three World Empire, is drawn from the first three worlds colonized by humanity: Earth, Mars, and Titan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Supported by the technological advances of the W-Y Corporation, the Three World Empire quickly amassed the largest and most advanced naval fleet that humanity had ever seen. These advances in Starflight allowed members of the 3WE to be the first humans to leave the cradle of Sol in search of new homes among the stars. As a result, the 3WE has colonized a plurality of all known resource-rich and naturally habitable worlds. These early colonies would come to be known as the Core Systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to their heavy reliance on the navy, the Three World Empire can ill afford to field a large standing army like the United Americas (UA) or the Union of Progressive Peoples (UPP). The safety of its territories outside of Sol is primarily contracted to W-Y Private Military Contractors (PMCs) as well as the UA’s United States Colonial Marine Corps (USCMC). While the USCMC is exclusively tasked with patrol and rapid response, Wey-Yu PMCs fill a wide array of roles. While the contractors are primarily hired to patrol and garrison 3WE territory, it is not uncommon to see them filling the role of peacekeepers not dissimilar to beat cops on worlds without a strong Colonial Marshal presence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For its economic influence and role in the Three World Empire’s stability and prosperity, W-Y was granted a permanent seat in the Empire’s Parliament. So far, W-Y is the only non-governmental entity to be bestowed this honour. While all governmental parties claim that W-Y has remained unbiased in its governance, none can deny that since being invited into Parliament, the Corporation’s economic power has increased ten-fold. In contrast, the majority of its competition have floundered under strict economic regulation and bureaucratic red tape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Expand for Three World Empire Historical Records:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&lt;br /&gt;
Following the terraforming and colonization of Luna in 2031 and 2039 respectively, the United Kingdom (UK) and Japan had managed to secure technological supremacy on Earth. Despite their technical prowess, both nations were resource poor when compared to other world powers such as the United States of America (USA) and the Union of Soviet Socialist Republics (USSR). Seeing space as a limitless source of resources, the United Kingdom and Japan penned a series of joint treaties to enable the establishment of the first Anglo-Japanese settlements on Luna. These colonies would be governed jointly by both nations and within the decade, the remaining lunar colonies would be brought under the same joint banner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The United Kingdom based Weston Corporation would then conduct the first manned mission to Mars the next year with a multinational Japanese and British team. Terraforming efforts began in late 2032 and would last eight years before the planet became habitable. In 2040, the first permanent colony on Mars was founded. In an act that rivaled the footage of the Apollo 11 landing, two astronauts simultaneously planted the Union Jack and the Flag of the Sun. This act of jointly claiming a terrestrial body forever entwined the two nations and their colonization efforts. The terraformation and colonization of Titan would be conducted over another ten years starting in 2055. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great Britain and Japan would enjoy over fifty years of open migration and tariff-free commerce before finally merging in 2088 into what would be known as the Three World Empire; its name drawn from the three worlds of Earth, Mars, and Titan. The parliaments of both nations would merge with a minority of seats granted to the colonies on Mars and Titan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parliament itself was agreed to be based in Westminster, London, and in exchange the Royal Families of both former nations would reside within the Imperial Palace in Tokyo. Further, it was negotiated between King James III. of Windsor and the Emperor of Japan that a royal marriage would take place to seal the two royal houses into a union in perpetuity. This led to the British King marrying the Princess of Japan, and since the Emperor of Japan had had no heir of his own, Parliament quickly agreed that James III. would be the next, legitimate heir to the throne of Japan, and that his oldest offspring would continue both royal lines henceforth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seeing the rise of this new, powerful entity shocked many in the world, as both Japan and the UK were now one, and the two sidelined secondary powers had effectively surpassed all in terms of Colonial Power. Further, a few years after formation, in 2092 the Republic of India formally petitioned the Imperial Parliament for membership within the Empire, a request that was passed in Parliament and quickly approved by both Monarchs. Seeing a third nation join this aspiring power, many smaller nations, who were either amicable to Japan or Britain, or were in precarious positions with respect to the United States or USSR and China, also petitioned for membership positions. By 2100, the TWE would count nations such as India, South Africa, Australia, New Zealand, Indonesia, Taiwan, South Korea, the Netherlands, Belgium, Portugal, Papua New Guinea, Kenya, Fiji and many more to be part of its realm. Most of these were given proper, parliamentary representation within Parliament, although some national governments had made it clear that they wished for lessened integration, and thus did not receive the same level of representation in exchange for decreased interference. South Korea and the Netherlands were two of the nations that had requested this privilege.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Furthermore, by the turn of the century, rapid advances in technology and terraforming and colonization technologies resulted in the ability to surpass outer Sol, and pierce into new sectors of space entirely. The TWE, with its scientific lead over the other powers on earth now only further reinforced with its growing size and might, had a large lead on this technology, and would go on to be the first to colonize beyond Sol. In doing so, they seized some of the most resource-rich and also most habitable worlds that were within, what would later become, the Core Sector of space. Later, following their formation, the UA and UPP would find themselves squabbling and scrambling for comparatively desolate planets and rocks, which required far more terraforming investment than the initial TWE colonies did. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the same time, in 2099, Weyland Corp and Yutani Corporation, the two prevalent British and Japanese Corporations respectively, agreed to a merger, which united the two’s industrial and political might into one. This procedure was even used by the TWE’s government as propaganda, seeing as how their most powerful megacorporations was now an anglo-Japanese merger, same as the Empire itself had been, and stories were spun about the fortunes that cooperation between the different peoples really did bring to all. Newly established W-Y would go on to increase its cooperation with the Empire’s Parliament and Monarchy, and would eventually, by the year of 2140, even receive a permanent seat in the parliament of its own - the only corporate entity to receive as much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not all was rosy for the Empire, however. With so many new member states, the fortuitous unity and prosperity between the British and Japanese were overshadowed by an incredible multiculturalism that began to plague the Empire and its society. With a Parliament in London now housing anyone ranging from Belgian, Portuguese, Indian and Indonesian, the issue became clear that something had to be done. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the United Americas formed as the second Conglomerate on Earth in 2104, it became clear that the TWE’s colonial hegemony was at stake, and that efforts in space colonization and protection had to be doubled. As such, a massive recruitment and propaganda campaign was sanctioned, and a huge fleet of ships for the Space Force was commissioned and brought into service. Henceforth, it would become any elected government’s first and foremost priority to give the disunited and diverse peoples of the Empire’s realm a common goal and cause to rally behind. The theory said that, if such was the case, differences among one another would be forgotten, and stability would be ensured. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thus, it came that the Empire moved towards a more outwardly militaristic and expansionist view, something that worried the UA and angered the UPP, which had formed in 2108, four years after the UA. Propaganda campaigns asked citizens to embark on to space, and seize land and prosperity for one’s self and the Empire. At the same time, the Navy became the centerpiece of military operations, growing eventually to an enormous size and force, with recruitment campaigns emphasizing the heroic deed of protecting and expanding the “largest empire in human history”, while also serving valiantly under the TWE’s Emperor, James III. of Britain, who had properly ascended to sole power following the death of the childless Emperor of Japan. The Monarchy, more so than any elected officials in Parliament, quickly rose to become a central authority for the people all around the Empire, as it was something anyone could rally behind, and something that was easy to understand, unlike the motives of an elected Prime Minister who always served dubious standards and objectives. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rather than fight this, the Parliament endorsed this sentiment, and although the Monarchy remained entirely constitutional and largely a figurehead entity, the Emperor was now brought back into the public much more, christening new capital vessels for the Navy, holding speeches and attending many other high-profile public events. This would only increase the effectiveness of the ‘Common Goal’ policies of Parliament, and a new recruitment drive occurred, both for the Navy and for the Colonies. In time, the Empire saw itself with a sort of competition, where member states within it would compete to colonize worlds before the other. This was, and still is, the case particularly in the Outer Rim and Frontier, where entire worlds will be dominated by a single cultural minority. Thus, it is not unlikely to find a TWE world in this space that is almost entirely colonized by, for example, Indonesians, Indians, or Australians. Due to the long-distance and fledgling nature of these new colonies, a Provisional Governor is usually appointed by the central government back on Earth to rule over any specific colony - with care being taken to appoint one of the same culture and heritage as the majority population on the new world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Many years would pass, but by the year of 2135, the Empire realized it had to curb its massive expansionism for its own good. The reality was that, when compared to the UA and UPP, the TWE could not field nearly as many men and women within its military, and thus could not meaningfully patrol the outer rims and frontier colonies to protect them from danger. Thus, several deals were made, both with W-Y and the United States Colonial Marine Corps. The former, by now a tight, integrated partner of the Empire, was happy to provide Corporate PMCs to help garrison frontier stations and colonies, while the USCM signed treaties that allowed it to patrol Outer Rim and Frontier Space in exchange for generous payment, though they would also be tasked with rapid response duty should a colony go dark for whatever reason. These treaties, with both parties, were amended and renewed several times, and still exist to this day, in 2182.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The TWE remains the biggest and more reliable partner of W-Y to this day, and with the help of their integrated, permanent seat in parliament, they have legitimate legislative powers within the Empire, and a voice to make themselves heard. As such, W-Y entertains their most precious, secretive and/or dangerous research within Anglo-Japanese borders, on planets or asteroids leased to them by Parliament on very much loose terms, usually - terms that, for the most part, are favourable to ones offered by the USCM and UA. This close relationship with W-Y has notably strained the Empire’s relationship with the aforementioned Marine Corps, who eye the Anglo-Japanese border with distrust, fearing that the Empire might try to sway W-Y, their main arms and material deliverer, from cooperating with them to disrupt their integrity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Naval Commands==&lt;br /&gt;
===Home Command (HOCOM)===&lt;br /&gt;
Despite being treated as its own command, Home Command operates only a single Fleet: the Home Fleet. The Home Fleet is the largest, best-funded, and most well-equipped fleet in the entire Three World Empire Navy and the premier naval force in the Sol Sector. Operating from the Royal Naval Command Centre in Japan’s northern reaches, Home Fleet serves as the primary defensive shield of the 3WE’s home territory and stands poised to strike at any who would dare threaten the Empire and its solar colonies. Home Fleet consists primarily of capital ships, including several battleships and carriers, as well as a plethora of smaller escort-class carriers. Due to the poor manoeuvrability of these oversized ships and the limited operation ranges that they possess, the Home Fleet is largely confined to a defensive role in the Sol System. However, this is not seen as a detriment to the fleet, but rather an opportunity to maximize firepower and armour while saving resources that would otherwise be wasted on long-range capabilities. Home Fleet is also utilized to showcase cutting-edge ships to the public and any potential threats that may be watching.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Imperial Command (IMCOM)===&lt;br /&gt;
Imperial Command oversees all naval action in Three World Empire territory outside of the Sol System. IMCOM operates over a dozen fleets consisting primarily of patrol craft. These fleets fill the dual role of border patrol and rapid response. While they operate similarly to the USCMS, these patrol craft rarely have more than a squad of commandos per ship. Despite IMCOM’s reliance on light patrol craft, it is not uncommon to see the occasional heavy cruiser, carrier, or battleship semi-permanently moored at checkpoint stations along major shipping routes and border crossings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Expeditionary Command (EXCOM)===&lt;br /&gt;
Expeditionary Command is tasked with discovering habitable planets in the Frontier and beyond. Unlike the other two Commands, expeditionary groups rarely consist of more than a few exploration craft and often require escort when in the Core Systems. Such expeditionary task groups usually consist of retrofitted long-range light cruisers meant for deep space exploration. As these deep space exploration craft are not rated for atmospheric operations, they are accompanied by smaller tethered research vessels that are used to determine a planet’s habitability. It is to note that, due to their area of operations in the Frontier and beyond, EXCOM operates in a perpetual state of supply shortage. To compound this issue, a majority of the ships are decades old and in need of constant repair. Parliament has deemed the cost of recalling and retrofitting the ships with modern equipment to be too great and EXCOM has been told to “make do” with what they have.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|UPP}}[[File:UPP_Patch.png|64px|link=UPP]]&amp;lt;br&amp;gt;Union of Progressive Peoples&amp;lt;/center&amp;gt;&lt;br /&gt;
| The corporate-dominated constitutional monarchy of the 3WE has incompatible political differences with the UPP’s anti-capitalist governance. The Three World Empire has engaged in a cold war with the Union of Progressive Peoples since the UPP’s founding in 2108. These tensions have only escalated within the last three years after the W-Y Corporation publicly accused the UPP of destroying the Hadley’s Hope colony on Acheron. This, plus increased territorial disputes spurred on by a recent colonization push from the UPP, has many worried that both factions’ sabre-rattling will escalate into a full-blown war. In part, it is this existent threat that has led the 3WE and the United Americas to remain tenuous allies despite ever-increasing border friction and ideological differences.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|CLF}}[[File:CLF_Patch.png|64px|link=CLF]]&amp;lt;br&amp;gt;Colonial Liberation Front&amp;lt;/center&amp;gt;&lt;br /&gt;
| The CLF, whilst mostly occupied with the fight against the USCM, occasionally make their way into TWE territory. They attempt to recruit citizens or pirate supplies and weaponry from colonies, almost all of these incursions occur at colonies with a large W-Y presence and the TWE responds to these incursions with swift and deadly military action. &lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|W-Y}}[[File:WY_Patch.png|64px|link=W-Y]]&amp;lt;br&amp;gt;W-Y&amp;lt;/center&amp;gt;&lt;br /&gt;
| The W-Y Corporation is an integral part of the Three World Empire. The Company’s financial and technical prowess have directly aided the 3WE in becoming the world power that it is today. In addition to the megacorporation’s permanent Parliament seat, currently unproven fringe rumours exist that numerous members of Parliament are either on the Company’s payroll or have been replaced with android duplicates.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|USCM}}[[File:USCM_Patch.png|64px]]&amp;lt;br&amp;gt;United Americas&amp;lt;/center&amp;gt;&lt;br /&gt;
| While the founding nations of the Three World Empire and the United Americas have seen each other as allies for the last few centuries, the relationship between the two conglomerates has gradually deteriorated in recent years. This is primarily in response to the 3WE’s historic expansionist efforts resulting in rapidly muddying borders as well as increasing hostilities between the United Americas and W-Y. Despite this, the UA’s USCMC has been contracted to patrol and defend large swathes of 3WE space. Although officially, communications breakdowns had prevented the USCM ships from receiving the distress signal, on more than one occasion, USCM help has arrived late or not at all to a 3WE colony in need.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=40163</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=40163"/>
		<updated>2026-01-16T04:51:15Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = THE COMPANY&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = CorpLiason.png&lt;br /&gt;
|jobtitle = Corporate Liaison&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Junior Executive [Under 25 hours] / Executive [25 hours] /&amp;lt;br&amp;gt; Senior Executive [70 hours] / Executive Specialist [175 hours]&lt;br /&gt;
|superior = W-Y Corporate Office&lt;br /&gt;
|unlock = 10 hours as any human role.&lt;br /&gt;
|duties = Further the interests of the corporation.&lt;br /&gt;
|guides = This one, [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = As a representative of W-Y Corporation, your job requires you to stay in character at all times. You are not required to follow military orders; however, you cannot give military orders.&amp;lt;br&amp;gt;Your primary job is to observe and report back your findings to Weyland-Yutani.&amp;lt;br&amp;gt;Follow regular game rules unless told otherwise by your superiors.&amp;lt;br&amp;gt;Use your office fax machine to communicate with corporate headquarters or to acquire new directives. You may not receive anything back, and this is normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;&#039;&#039;I work for the company. But don&#039;t let that fool you, I&#039;m really an OK guy!&#039;&#039;&amp;quot; ―Burke, Aliens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roles =&lt;br /&gt;
As the &#039;&#039;&#039;Corporate Liaison&#039;&#039;&#039;, it is your job &#039;&#039;&#039;to represent the Weyland Yutani&#039;s interests in the mission that has been given to the United States Colonial Marine Corp&#039;&#039;&#039;. You have &#039;&#039;&#039;ZERO&#039;&#039;&#039; direct authority over the Marine Corp, you merely have influence, stretching this influence too far is likely to result in detainment or possibly abandonment on the planet. You may make requests to the [[Commanding Officer]] and [[Executive Officer]], but there is no guarantee that they will give you what you want. If you need something, fax Weyland Yutani for it. They are listening and may be happy to help. Have an issue with a Colonial Marine employee? Fax a complaint over to USCM High Command.&lt;br /&gt;
&lt;br /&gt;
Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. You are a corporate bureaucrat. Not a Commanding Officer, and not a marine. Roleplaying a lot leads to more FUN. If you&#039;re not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, &#039;&#039;&#039;undertaking antagonistic objectives without being explicitly told to by Weyland Yutani will get you banned or job banned&#039;&#039;&#039;. This is known as &amp;quot;self antagging&amp;quot;, and it&#039;s a big no-no. Remember that your goal shouldn&#039;t be to hinder the marines unless the company says otherwise, because they are serving your interests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-character things to remember&lt;br /&gt;
* You&#039;re a Corporate Liaison: a bureaucrat. Not a [[Rifleman|marine]], not a [[Hospital Corpsman|doctor]], not an [[Combat Technician|engineer]], not a warfighter.&lt;br /&gt;
* You will do what&#039;s necessary to ensure Weyland Yutani&#039;s interests are kept in mind by the USCM aboard the Almayer.&lt;br /&gt;
* You have W-Y&#039;s interests in mind.&lt;br /&gt;
* You know you have no power over Marines but you do have influence. You can complain to Weyland Yutani if they are being unreasonable. Remember that the ATM is in your office and that bribery is always an option.&lt;br /&gt;
* You have access to a fax machine.&lt;br /&gt;
&lt;br /&gt;
While you can&#039;t demand anything, saying &amp;quot;I&#039;d appreciate X&amp;quot; or &amp;quot;I&#039;m sure if I got X your relations with the company would be good&amp;quot;, as well as stating that they aren&#039;t by any means required to give it to you, usually results in you getting what you&#039;re asking for.&lt;br /&gt;
&lt;br /&gt;
Liaisons are not above [[Marine Law]]. If you commit a crime, don&#039;t expect special protection from the Company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* You have a change of clothes in your quarters depending on what type of roleplay you&#039;ll be undertaking.&lt;br /&gt;
* Your office contains a box of food. Put that in your quarters before hungry marines eat it all.&lt;br /&gt;
* Your office has shutters. Always close the shutters when talking with someone so that you aren&#039;t disturbed.&lt;br /&gt;
* There are no cameras in your office and quarters. If some engineer has installed some then immediately complain to the Company.&lt;br /&gt;
* The ATM on the Almayer is in your office. See how much money you have and use that money to bribe people.&lt;br /&gt;
* Use the arcade machine in your office to win items to decorate. &lt;br /&gt;
&lt;br /&gt;
For your time aboard the U.S.S Almayer the company has given you an automated storage briefcase to convince the crew into securing company assets.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Company Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:160px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Weyland-Yutani_Automated_Storage Briefcase.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Weyland Yutani&#039;s Automated Storage Briefcase&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A suitcase-sized automated storage and retrieval system. Designed to efficiently store and selectively dispense small items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
50 points maximum storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Vendables:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:10px;&amp;quot;|&#039;&#039;&#039;Incentives:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:60px;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Implanter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neurostim Implanter&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |30 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Neurostim Implant stimulates and regulates sensorimotor functions. Benefits include improved balance, and improved resistance to overstimulation and disorientation. Once you have implanted a neurostim into your victim you&#039;ll receive a pop up box, from there you&#039;ll be able to set a code phrase. The implant will negatively affect your victim when they hear the code-phrase (non-radio). &lt;br /&gt;
Keep in mind that the Implant will be degraded by the body&#039;s immune system over time, and thus occasionally malfunction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Anesthetic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ultrazine Injector &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |20 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Highly-addictive stimulant. Enhances short-term physical performance, particularly running speed. Effects last approximately 10 minutes per injection. Injector starts with 30 units of ultrazine and injects 5 units at a time.&lt;br /&gt;
&lt;br /&gt;
More than two pills at a time will result in overdose. Withdrawal causes extreme discomfort, hallucinations and nausea. Long-term use results in hallucinations and organ failure. Conditional distribution secures subject compliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:1000_Cash.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;$1000 USD, unmarked bills &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A stack of 10 100 unmarked dollar bills, perfect for bribes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:E-Key.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;WY Encryption Key&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |WY private comms encryption key, for conducting private business.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Cigar_Case.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fancy Cigar Case&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Contains seven fancy cigars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Gold_packet.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weyland Yutani&#039;s Gold packet.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Gold packet, for the more sophisticated taste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Zippo.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Zippo Lighter&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A Zippo lighter, for those smoking in style.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Sake.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weyland Yutani&#039;s Sake&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Sake, for a proper business dinner.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Aspen_Beer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aspen Beer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Aspen Beer, for a more casual night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Drinking_Glass.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drinking Glass&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A drinking glass, because you have class.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:10px;&amp;quot;|&#039;&#039;&#039;Stationary:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:60px;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Generic_Pen.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A pen for writing stuff. A choice of 3 colors. Black, blue or red.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Paper.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Paper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A fresh piece of paper, for writing on.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:C_Paper.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Carbon Paper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A piece of carbon paper, to double the writing output.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Clipboard.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Clipboard&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A clipboard, for storing all that writing.&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{{Template:Covert Tools}}&lt;br /&gt;
=The Fax Machine=&lt;br /&gt;
The main weapon of the Liaison is not any pistol or rifle, but a humble fax machine. The difference between a good Liaison and a regular Liaison is that a regular Liaison will go for a gun straight away while the good one will roleplay any situation out. Outside of visits to the colony which you may make at any time for any reason, it is best to stay away from extra gear and weaponry. Located in the Liaison&#039;s office, the fax machine works by putting papers inside of it and sending it away. In the fax machine interface, you can choose to either send the paper to the Company, or to USCM High Command. The document will be received by somebody with the fax responder Whitelist who is either currently playing the role of a factions fax responder, or an admin and they will respond in an IC paper. This paper will spawn on the fax machine.&lt;br /&gt;
&lt;br /&gt;
Make sure to have a powerful subject line, but you can always use &amp;quot;Situation Update&amp;quot; or &amp;quot;Requesting Aid&amp;quot;. For the content, write things in character. You can pretend you don&#039;t know anything or could pretend that you have an idea whats going on down on Big Red or another planet depending on the map you&#039;re playing. Make sure to sign your fax with [sign]. This creates your signature that can&#039;t be replicated. Always, always, always at the end of the message prompt the Company for a response. It can be anything from &amp;quot;Requesting further orders&amp;quot; or &amp;quot;Is this report informative?&amp;quot;. Something along those lines so that the Company has something to send back. Remember that if you send a fax without a question, you&#039;ll most likely not get a reply. There is a human on the other reading and people usually respond better when asked a question. Remember that you can also dramatize, exaggerate, and blow everything out of proportion if the situation warrants, but keep in mind that your actions may have consequences.&lt;br /&gt;
&lt;br /&gt;
What to write about? To make a list:&lt;br /&gt;
* Give status reports on the mission on planet/station.&lt;br /&gt;
* Send the Company research papers about any hostile lifeforms the marines may encounter.&lt;br /&gt;
* Request the company for a pet xenomorph (almost guaranteed to be ignored, try requesting for a cat instead)&lt;br /&gt;
* Write about the crew. Recommend that [[Doctor]] for a promotion because he/she took your bribe and made you space drugs for your flask. Don&#039;t explicitly say he/she took your bribe or you requested space drugs, of course, but just write about how wonderful of a Doctor he/she is and how loyal she is to the Company.&lt;br /&gt;
* Alternatively, write about how incompetent the Marines are or how incompetent the crew is.&lt;br /&gt;
* Write about the briefing. Make sure to always attend the briefing. Did the Commanding Officer give a good briefing or bad? Was he late? Who gave the briefing if it wasn&#039;t the Commanding Officer? Write about how bad you feel about this mission because a [[Staff Officer]] had to give the briefing and the Commanding Officer was not present.&lt;br /&gt;
* Complain to the company about that MT who stole your limited edition zippo lighter.&lt;br /&gt;
* Write about the survivors and the story behind the planet/station. The Company is curious to know what happened on their research facility.&lt;br /&gt;
* Write how terrible life on the Almayer is and how much you miss the enjoyments of life and the only reason why you&#039;re doing this is because your commitment to the Company.&lt;br /&gt;
* Write about how much you love the Company.&lt;br /&gt;
&lt;br /&gt;
Remember that a real person has to respond to your faxes, this means that there won&#039;t always be someone on the other side to respond to your fax. Don&#039;t expect responses to every fax you send, and self-antagging or getting unnecessarily angry because your faxes haven&#039;t been responded to is a great way to get banned. There will be a notice on the fax machine interface if there is a fax responder currently playing for the group you have selected to send a fax to. Always remember that well formatted faxes (found below) are a nice way to prove to a fax responder you are a capable CL player worthy of any special objectives they have planned out. Going planetside or doing other outlandish things without faxing the Company first is a good way to get job banned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lastly remember that if you plan on burning your fax paper, make sure you only do it after you&#039;ve been given a response from The Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fax Tips==&lt;br /&gt;
----&lt;br /&gt;
* In your office is paper and a generic pen. Don&#039;t lose it. You need it to write faxes. Unfortunately, &amp;lt;s&amp;gt;you can no longer put it in the ear slot&amp;lt;/s&amp;gt; as of now you can.&lt;br /&gt;
* Paper can go on your head slot if you have written something on it (so it doesn&#039;t show up as a paper boat). Extra slot baby.&lt;br /&gt;
* You can drag the paper to your office.&lt;br /&gt;
* There is a zippo near the entrance. Use it with a paper in the other hand to burn the paper. (Make sure you only burn your faxes copy once you&#039;ve been given a reply) Burn important papers or faxes that would otherwise incriminate the Company. Or, just outright burn all faxes that don&#039;t make you look good after sending them.&lt;br /&gt;
* You can turn on squad comms from your headset to listen on whats going on and report it to the Company.&lt;br /&gt;
* Request aid when the situation gets really dire. For example when [[Aliens]] board the Almayer, write about how you&#039;re in danger and need immediate evac.&lt;br /&gt;
* Keep in mind that the Company is a Staff Member (Mod or Admin) or Fax Responder, just a person. But they have access to all sorts of information, so the things they&#039;re sending you or objectives they&#039;re giving you are because the game can allow it.&lt;br /&gt;
* It&#039;s very annoying to a fax responder if you request PMCs and weapons in every fax.&lt;br /&gt;
*Fax templates can be found [[Guide_to_Paperwork | Here.]]&lt;br /&gt;
&lt;br /&gt;
=What Else Should I Be Doing?=&lt;br /&gt;
First of all, make sure to talk with [[Survivor|survivors]] or colonists from the Planet as soon as they arrive. They might need medical attention, but after that. You can make a big fuss about talking to them before the Commanding Officer. The survivors typically don&#039;t have much to do after they arrive on the Almayer. The Liaison and survivors kind of rely on one another to be more fun.&lt;br /&gt;
&lt;br /&gt;
Tell them to sit down on the chair in front of the desk and buckle yourself into the comfy chair. Close the shutters. Introduce yourself and learn the survivor&#039;s name. Remember, you don&#039;t typically know their name yet. You should usually call survivors by their first name while the rest of the crew by their last name or nickname. Next, make them comfortable. Ask them if they want food or drink, maybe a fresh golden apple from the garden or some of the two drinks (Uncle Git and Aspen Beer) that sit on the desk in your quarters.&lt;br /&gt;
&lt;br /&gt;
Once the survivor is comfortable, all that&#039;s left is to ask them for their story. The survivor probably won&#039;t know much but they&#039;re responsible for writing the story while the Liaison keeps listening and asking questions and saying filler to keep the conversation going. Figure out these main points: When did the situation/outbreak start? What was the speed of the outbreak? Were there any other survivors? How do they feel about the Company? Will they stay quiet about this? The last 2 questions are for the end but remember you need to get the story from the survivor. Afterwards, you can let the survivor know that you&#039;ll arrange for an ID card (please actually do this if you do offer) and probably the Commanding Officer will want to speak with them so show them the way to the bridge. You can be present during this conversation too, or you could start writing the report to the Company. Make sure to exaggerate and blow things out of proportion, of course. Did the survivor face one of those xenomorphs down below and kill it? Well, write how he did but he crapped his pants while running away frantically before finally turning around and pulling the trigger.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry if all the survivors have different stories. They all saw the world down there differently. You could interject in the conversation with survivor Y only to tell them that survivor X told you something differently. You could do this at times to gauge their loyalty to the Company.&lt;br /&gt;
&lt;br /&gt;
Ask about their loyalty to the Company or gauge their loyalty to the Company, then write about that along with all the other information you gathered. If they were loyal then write he was loyal. If they are a risk to the Company, then write about that.&lt;br /&gt;
&lt;br /&gt;
Later, roam the ship and look for roleplay encounters. The Combat Information Center is a good place to start. As Corporate Liaison, one of the Commanding Officer&#039;s staff should give you some roleplay attention. If they don&#039;t, then complain about how unloyal the Command staff is and how they should be replaced with someone of your choosing. Who knows? Maybe the Company will send you orders to find a replacement. You can go to Medbay and see how the patients are doing or how the doctors are. Ask them about their work. You can wait in the Hanger and interview marines coming back, or sit and chat about a wide variety of topics. Sometimes, one of the Marines will want to roleplay. Bottom line: roam the ship and look for encounters.&lt;br /&gt;
&lt;br /&gt;
Remember that the Liaison is a bureaucrat. A Liaison doesn&#039;t solve problems with brute force or cunning, but through paperwork. Find samples of legal forms online and write condensed versions of them. Examples: contracts, liability waivers, affidavits, official notices to sue etc. Contracts and affidavits can be used at the beginning of the game to ensure the silence of the Command staff. For example, an affidavit or contract &amp;quot;of intent to protect and preserve&amp;quot; the property on Solaris Ridge can be used at the beginning of the game for the Commanding Officer to sign. Afterwards, you can sue the Commanding Officer for the damages he caused on Solaris Ridge while fighting the Xenomorphs by his Marines. If he doesn&#039;t sign then you can report to the Company that the Commanding Officer refused to sign. Ask survivors to sign liability waivers and silence waivers. Afterwards, if they breach the contract, let the Company know. The Command staff will surely want information out of the survivor but you met them first and had them sign the waiver. You write to the Company that you can use the liability waiver as an excuse to murder them too (ONLY if the Company gives the order). Official Notices to sue are fun. Roleplay suing someone is hilarious. With paperwork, the Liaison is essentially creating fictional problems that are big in your role&#039;s position. It&#039;s easier for the Company to give you orders to do something with a reason rather than without.&lt;br /&gt;
&lt;br /&gt;
A key to having fun as Liaison is to always put pressure on people and create problems. Not major issues, but make everything your personal issue so you can fax to the Company to complain and then ask for permission to do something about it. You don&#039;t want to divert too many Marines or the crew for your projects as they should be fighting or assisting the ground campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Being an Antagonist=&lt;br /&gt;
* &#039;&#039;&#039;Do NOT Self-Antag.&#039;&#039;&#039; If you are doing a good job with roleplay and reporting to The Company with your fax machine, you &#039;&#039;&#039;MIGHT&#039;&#039;&#039; be given special goals. These goals &#039;&#039;&#039;MIGHT&#039;&#039;&#039; allow you to break some of the server rules, depending on the situation. If you are unsure, &amp;lt;code&amp;gt;ahelp&amp;lt;/code&amp;gt; FIRST.&lt;br /&gt;
* Causing harm to marines or damage to the Almayer without first contacting the Company through your fax &#039;&#039;&#039;WILL&#039;&#039;&#039; result in a job-ban and possibly a short server ban.&lt;br /&gt;
* You may *attempt* to bribe marines to work for you, however you do not outrank them (you are a civilian), and thus they don&#039;t have to listen to you. Usually 500-1000 dollars is enough to bribe someone to do your bidding, as long as its nothing severe. Never bribe someone to murder someone because they&#039;ll never accept if they&#039;re following the rules. Most Marines, by default, hate you because you&#039;re with the Company, but some roleplay as liking the company and will help you out even without a bribe.&lt;br /&gt;
* Only use the name of the Company in your bribes when they specifically ordered you to do something that would otherwise break the rules. Remember, you don&#039;t want to shame or incriminate the Company. &#039;&#039;&#039;You&#039;re the most loyal person on the ship to the Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Possible antagonist objectives:&lt;br /&gt;
* Eliminate the mercenaries.&lt;br /&gt;
* Eliminate a survivor because they don&#039;t have the Company&#039;s interests in mind.&lt;br /&gt;
* Collect X amount of samples, like Alien lifeforms.&lt;br /&gt;
* Retrieve or destroy something on the planet, such as some documents in the science dome.&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
* You are the least cared about person aboard the Almayer, nobody cares if you&#039;re missing, use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
* Books can be cut out with wirecutters in order to store normal, small and tiny items in, only one item fits in at a time, perfect for bribes or smuggling illicit goods into areas.&lt;br /&gt;
&lt;br /&gt;
* Your safe is not SAFE. It can be easily cracked, some admins may consider this as metagaming, (ahelp if you aren&#039;t sure). Create a secret compartment or storage somewhere in maintenance or in another safe area, your drinking glass box can hold small contraband, nobody is going to search it.&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re on a map that has it, get the alcohol vendor from the colony, bribe an MT or engineer from one of the squads to get it, not only is this a great machine for roleplay, its bottles can be used to knock down anyone with a hit to the head for quick disposal of their body, plus some alcohols are more potent than others and can knock out if too much is drank, example is Jailbreaker Verte, experiment!&lt;br /&gt;
&lt;br /&gt;
* Bribe Req and an MT or the CE if you&#039;re lucky to hack the ASRS machine, say it&#039;s for exotic ingredients or carpet from the exotic crates, you can order a multitude of black market crates and other gear if you&#039;re feeling gimmick-like.&lt;br /&gt;
&lt;br /&gt;
* Bribes can get you far, try bribing an MT to edit your airlock so you can pulse a button and shock and or bolt your office doors, bribe the researcher for some warcrime grenades, make some low-grade bots and screwdriver them, then enable all of the spooky options which may be lethal, or just a nuisance to people passing by.&lt;br /&gt;
&lt;br /&gt;
* Special operations crates from requisitions have pistols that fire tranquilizer rounds, these are very effective since they come with silencers, so you can easily shoot your target from off-screen, wait until they&#039;re down, nab them and take them to somewhere more secure.&lt;br /&gt;
&lt;br /&gt;
* Stay in your boundaries. Nobody will ever suspect you, with the exception of the survivors, antagonist CLs happen so rarely that the MPs probably wont care, nor think you did anything wrong. It&#039;s very hard to scan a medibot that is injecting toxins into you for fingerprints, and you can just say you were trying to get away from it since your abdomen started hurting after it injected you for no reason. Unless you go out plainly and start shooting your target in plain sight (don&#039;t do this, you will fail, everyone is better equipped at combat than you with few exceptions), it&#039;s not going to be fun for your target. Try to be an engaging antagonist, and try to follow your objectives assigned by Weyland Yutani. With them, maybe you can get promoted and back to your desk job on the Gateway Station. Good luck in your endeavors Junior Executive.&lt;br /&gt;
&lt;br /&gt;
=PMCs=&lt;br /&gt;
Another resource that the Liaison has is the command of the [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]. The PMCs can come randomly as one of the [[Responders]] called in emergency. They must ensure the Liaison&#039;s safety before doing anything else and have the primary mission of saving you. As such, they should obey all of your commands. If you are dead, they should then report to the Commanding Officer or Executive Officer of the Almayer.&lt;br /&gt;
&lt;br /&gt;
There is another corporate military group: [[Corporate Commandos|the Corporate commandos]], these guys don&#039;t report to the Corporate PMCs which makes them not respond to you, only to the Corporate High Command. Accordingly, you as a Liaison do not know of their existence, but the squad are informed about the Liaison&#039;s existence. This can be a problem, since their mission will be the elimination of everyone they see and that may or may not include you.&lt;br /&gt;
&lt;br /&gt;
=Tips and Suggestions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==To Begin the Round==&lt;br /&gt;
----&lt;br /&gt;
* Set the Company relation status to LOYAL in your character profile.&lt;br /&gt;
* To have the best experience, log in to your fax machine to see if a Fax Responder is available. If not, then don&#039;t expect faxes from the Company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
----&lt;br /&gt;
* Be acquainted with Marine law. Know your rights to keep your radio and to an appeal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|vehicles=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://old-forum.cm-ss13.com/old/viewtopic.php?f=94&amp;amp;t=16445 [Guide&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; How to be a Good-Enough Corporate Liaison]&lt;br /&gt;
* [http://old-forum.cm-ss13.com/old/viewtopic.php?f=94&amp;amp;t=7758 A Guide to the Corporate Liaison]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Corporate_Commandos&amp;diff=40162</id>
		<title>Corporate Commandos</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Corporate_Commandos&amp;diff=40162"/>
		<updated>2026-01-16T04:50:03Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffeed6&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM &amp;amp; DEATHSQUAD&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = WY_COMMANDO_LEADER.png&lt;br /&gt;
|jobtitle = Corporate Commandos&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = W-Y High Command&lt;br /&gt;
|duties = Protect the Corporate Liaison, the Almayer Commanding Officer and W-Y interests, secure the Almayer.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = Secure the Corporate Liaison and the Almayer Commanding Officer, and eliminate any hostile threats. Do not damage W-Y property.&lt;br /&gt;
}} {{Tocright}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Commandos&#039;&#039;&#039; are an elite black-ops fire-team owned and operated by W-Y High Command. They are equipped with state-of-the-art weaponry and armor.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The Corporate Commandos are a top-tier black-ops unit under the direct command of W-Y High Command, made up entirely of elite human operatives. Deployed in only the most critical and high-risk situations, they serve as the Company’s precision tool when subtlety, containment, or asset recovery takes priority over brute force extermination.&lt;br /&gt;
&lt;br /&gt;
These are not death squads, nor are they military grunts. They are career professionals, handpicked from special forces, private military contractors, and internal security divisions. Each Commando is rigorously trained in counter-biohazard protocols, advanced combat tactics, and corporate operational secrecy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the covert and high-risk nature of Corporate Commando operations, W-Y equips them with specialized gear designed for efficiency, firepower, and rapid execution, only the most reliable and battle-proven equipment makes the cut, as shown below:&lt;br /&gt;
&lt;br /&gt;
=Standing Orders=&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Corporate Commando&#039;&#039;&#039;, you operate under the direct authority of the &#039;&#039;&#039;[[Lore_Home#Weyland-Yutani|Weyland Yutani]]&#039;&#039;&#039; High Command. Your loyalty is to the Company alone, not to the Marines, not to Colonial Command, and certainly not to the crew of the [[USS Almayer]].&lt;br /&gt;
&lt;br /&gt;
Your primary objective is to secure the [[Corporate Liaison]] stationed aboard the Almayer and the [[Commanding_Officer]].&lt;br /&gt;
&lt;br /&gt;
As for your second it is the elimination of any hostile threats.&lt;br /&gt;
&lt;br /&gt;
=Deathsquad Version=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Eliminate everyone, then detonate the ship. Damage to Wey-Yu property is tolerable.&amp;quot;&#039;&#039; - W-Y High Command&lt;br /&gt;
&lt;br /&gt;
Throw all the previous directions away and follow the main objective and additional side objectives that the admins may add, this version is an admin spawn only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Commando Roles=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#C4B39C;&amp;quot; width=200 |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#C4B39C;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:WY_COMMANDO_OPERATOR.png]]&amp;lt;br&amp;gt;Corporate Commando [[File:WY_COMMANDO_OPERATOR_ICON.png]]&lt;br /&gt;
|A heavily armed and professionally trained W-Y Commando, outfitted with specialized corporate gear for high-risk operations as directed by W-Y High Command. Equipped with MY7-pattern Commando armor and the [[Non-USCM Equipment#M41A/2 pulse rifle|M41A/2 pulse rifle]] or a [[Marine Equipment#M41A pulse rifle MK2|M41A Pulse Rifle mk2]](For the weaker version), this operative is built for efficiency and coordination within a fire-team.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|police=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:WY_COMMANDO_GUNNER.png]]&amp;lt;br&amp;gt;Corporate Commando Gunner [[File:WY_COMMANDO_GUNNER_ICON.png]]&lt;br /&gt;
|A heavily armed W-Y Commando Gunner, deployed with advanced firepower and battlefield-grade gear for high-threat operations. Armed with the devastating [[Non-USCM Equipment#M56T &#039;Terminator&#039; smartgun|M56T ‘Terminator’ smartgun]], this operative is built for suppressive dominance, anti-personnel efficiency and wearing the M56 Combat harness. Carrying a [[Non-USCM Equipment#VP78 pistol|VP78 Pistol]] with a barrel charger as a sidearm.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=3&lt;br /&gt;
|melee=1&lt;br /&gt;
|police=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|endurance=4&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=3&lt;br /&gt;
|smartgun=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:WY_COMMANDO_LEADER.png]]&amp;lt;br&amp;gt;Corporate Commando Leader [[File:WY_COMMANDO_LEADER_ICON.png]]&lt;br /&gt;
|The leader of the W-Y Commando fireteam, outfitted with enhanced tactical gear and entrusted with executing High Command’s directives with precision. Clad in the MY7 pattern Commando leader armor, carrying a [[Non-USCM Equipment|M41A/2 pulse rifle]] and a [[Non-USCM Equipment#Mateba autorevolver|Mateba autorevolver]] as a sidearm, ensuring they are just as combat-capable as the operatives they leads.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=1&lt;br /&gt;
|firearms=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=5&lt;br /&gt;
|overwatch=1&lt;br /&gt;
|execution=1&lt;br /&gt;
|leadership=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=40161</id>
		<title>W-Y</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=40161"/>
		<updated>2026-01-16T04:49:29Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:W-YLogoC.png]]&lt;br /&gt;
= THE COMPANY=&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
W-Y also known as &amp;quot;the Company&amp;quot;, has a wide range of business. This includes dealing with high-tech armaments, synthetic humanoids, spaceships, computer parts, terraforming equipment, and household appliances. They also offers shipping and receiving services, among other ventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following an aggressive expansion into terraforming new colonial world, W-Y secured  rights and privileges from the United States government. One of those privileges is the close relationship with the USCM. The Colonial Marines use corporate-supplied equipment in exchange for protecting and monitoring border colonies. This, however, does not mean that the interests of the company are aligned with the USCM. It is more accurate to say that W-Y considers the USCM a valuable, but still disposable, asset. This has led to an increasing amount of hostility between the two factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
W-Y has enough wealth and influence to hire private military contractors. These are highly trained mercenaries, generally ex-military veterans. They do black site protection detail, undertaking dangerous assignments, and otherwise supply W-Y with firepower in the absence of the USCM. They are compensated well for their services, and demand is always there. Rumors speak of even more well-equipped and well-selected military units within W-Y&#039;s employment, but that is not officially verified. The Company has refused to comment on it.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The formation of the mega-corporation W-Y came about, as a result of a prosperous merge of the Weston Industries Company and the Yamada Bio-foundries Corporation. This happened in the early days of the formation of the Royal Empire of the Shining Sun. The two companies, each specializing in varying sections, fields and industries, suddenly had an unprecedented amount of knowledge, workforce and the financial/political backing from several of Earths governments, attempting to stimulate their economic strength. With this start, the company flourished, rapidly expanding it&#039;s market shares in medicine, armaments, weaponry, rocketry and more. Growing more and more powerful in terms of technological progress and economic prosperity. W-Y was soon to become the most prominent and widespread corporation on the planet. They started to acquire contracts and deals with military and governments from all nations, though reserving their best and most valuable contracted services to the 3WE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following the colonization of the Sol System and end of the Sol Campaign, also Operation Canton. W-Y quickly became a major power player, equal to that of the other major nations in existence. Their influence runs very deep within even the USCM, where they exert their influence and power with specific officers. These officers identity as pro-company interests or &#039;Songbirds&#039; as they are often called. It is rumored that various congressmen in the UA and parliament members in 3WE, are under the influence through bribes, by WY who seek to utilize their militaries and economic strengths to expand their own interests. An uneasy relationship however exists between the Third Fleet and W-Y, notably those stationed in the Neroid Sector under the Second Battlegroup. This tension is due to the number of USCM vessels vanishing, while attempting to support Company colonies, at the request of bribed higher authorities in the military. There have also been a number of incidents involving skirmishes between USCM and W-Y forces, which have been largely suppressed from the media, however the worst was reported to have seen 43 marines and 32 PMCs dead with over a few more hundred on both sides wounded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Contracted Colonies ==&lt;br /&gt;
LV-624 - The Colony Known as Lazarus Landing is a W-Y Archaeological site. Known for exploring ancient temples, these structures have been sighted on the surface of the colony, origin unknown. The Colony falls under the purview of the Special Research Division and is closed for unauthorized visitors at this time. The lush tropical climate makes for some interesting local fauna and flora, but is unfortunately the victim of an insect nuisance, the bugs making life sometimes hard on this colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== W-Y Corporate Office Ranking System ==&lt;br /&gt;
&lt;br /&gt;
This section should help new employees understand where they are within W-Y.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |Location Codes&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #c7c9cb; text-align: center; color: black;&amp;quot; |Lower [1st-30th Floor]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #F1E3A4; text-align: center; color: black;&amp;quot; |Upper [31st Floor or Above]&lt;br /&gt;
|- style=&amp;quot;border:solid darkslategray; border-width:2px 0 1px 0;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |Codes&lt;br /&gt;
! style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |[1X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |[2X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |[3X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |[4X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |[5X-X] &lt;br /&gt;
! style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |[6X-X]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border:solid darkslategray; border-width:0 0 2px 0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Special Services Division&amp;lt;br&amp;gt;(Spc Serv.) &lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Corporate Relations Division&amp;lt;br&amp;gt;(C.R.)&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Communications Division&amp;lt;br&amp;gt;(Comms.)&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;PMC Dispatch Division&amp;lt;br&amp;gt;(PMC Disp.)&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Research and Development Division&amp;lt;br&amp;gt;(R&amp;amp;D)&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Economics Division&amp;lt;br&amp;gt;(Eco.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XA-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Junior Executive &lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Junior Executive&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XB-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Executive&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XC-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Senior Executive&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XD-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Executive&lt;br /&gt;
Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Executive Specialist&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XF-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; | Spc Serv. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Executive Supervisor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XG-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Assistant Manager &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XH-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Division Manager &lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Division Manager&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XI-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Chief Executive &lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Chief Executive&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XJ-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Deputy Director&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Deputy Director &lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Deputy Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Deputy Director &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Deputy Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Deputy Director&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XK-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Director &lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Director&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Director&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border:solid darkslategray; border-width:2px 0 0 0;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |Seniority Codes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;[XX-L] Lower&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;[XX-M] Middle&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;[XX-S] Senior&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Upper 3B-M&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Upper&#039;&#039;&#039; stands for their &#039;&#039;&#039;Location Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3&#039;&#039;&#039; stands for their &#039;&#039;&#039;Division Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;B&#039;&#039;&#039; stands for their &#039;&#039;&#039;Job Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;M&#039;&#039;&#039; stands for the &#039;&#039;&#039;Seniority Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This person would be someone who works in the upper floors of the Corporate Offices. &lt;br /&gt;
&lt;br /&gt;
Their job title would be: &#039;&#039;&#039;Middle - Communications Junior Executive&#039;&#039;&#039; or &#039;&#039;&#039;Middle - Comms. Junior Executive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Note: Job Codes H and above are allowed to have personal assistants. They fall under the same Job Code, but their title will say assistant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== W-Y Divisions in Detail ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Special Services Division:&amp;lt;/b&amp;gt; This division is focused around sales, transportation, food, employment, disabilities, and the like. This is the division you want to fax when you don&#039;t see what you need in the description of other divisions. The everything else division if you will.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Corporate Relations:&amp;lt;/b&amp;gt; This division is focused around relations between factions. For example, keeping the UPP happy with &#039;gifts&#039; or tipping off the friendly CLF that there is a ship that needs to be liberated! These people are who you call for making sure the USCM don&#039;t find out about those secret basement experiments.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Communications Division:&amp;lt;/b&amp;gt; This division is focused around keeping communications up between all facilities and employees of W-Y. Have no service? You&#039;ll want to fax these guys- wait.. These people are who you call when a mysterious W-Y facility suddenly stops responding.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to their division.&lt;br /&gt;
*&amp;lt;b&amp;gt;PMC Dispatch Division:&amp;lt;/b&amp;gt; This division is focused around efficiently dispatching PMC teams out to requests. Have someone that really annoys you? Try asking these people. These people are who you call when you need to be safely escorted somewhere or need some data secured.&lt;br /&gt;
**You need to have a minimum of three years minimum in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Data and Research Division:&amp;lt;/b&amp;gt; This division is focused around W-Y data and research. Specifically escaped specimen or unnatural chemicals! Very sciency. These people are who you call when you find out something that could be profitable for W-Y through experiments or chemicals.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Economics Division:&amp;lt;/b&amp;gt; This division is focused around trading between factions. Economics, goods, and all that. Have someone offer to give you illegal black market goods for unmarked bills? You probably call up these guys.&lt;br /&gt;
**You need to have a minimum of two years in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
&lt;br /&gt;
== PMCs ==&lt;br /&gt;
W-Y PMCs are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. The tasks of the PMCs are never limited to one specific job and they are often deployed on &#039;shadow missions&#039;. Their deployment is often kept secret from the USCM to avoid conflict with the anti-corporate officers in the USCM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recruitment process largely consists of those who have personal contacts with higher W-Y employees, or those who have caught the eye of the superiors and been hand-picked. The superiors value abilities in the field and willingness to obey company directives, for a large sum of money, despite of their moral beliefs.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of W-Y&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful W-Y cruiser that patrols the outer edges of the Neroid sector. Under the directive of W-Y&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumors say that a W-Y Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ranks ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]]&amp;lt;br&amp;gt;Security Expert&lt;br /&gt;
| The Elite is the standard body of the PMCs. Handpicked or picked due to overdue favors, they are responsible for carrying out designated W-Y operations without question. Their equipment is superior to that of any national military and are organized in teams, done in order to effectively carry out the Company&#039;s wishes on a large scale.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Support Specialist&lt;br /&gt;
| The Support Specialist are either trained or recruited due to their superior abilities, providing friendly suppressive fire. They are the ultimate support force of the PMC teams, dispatched across company holdings in the galaxy. They are equipped with a smartgun and ensure the small, but elite team can carry out their mission regardless of what fire-power they may be suppressed by.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Medical Specialist&lt;br /&gt;
| The Medic is the standard frontline medically trained personal, they are responsible for the well-being of all PMC team members during an assigned mission. Their task is to ensure the team is in perfect health to carry out their job effectively and with the least casualties to prevent a unneeded loss of money.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]]&amp;lt;br&amp;gt;Elite Responder&lt;br /&gt;
| The Elite Responder is the precision scalpel of the PMC Force. They are the ultimate weapon when faced with a superior foe, to ensure the team can move in and perform their duty without fail. They are often equipped with powerful Anti-Material Rifles, which can easily kill any soldier, civilian, alien or politician in a single shot and will show no remorse or hesitation in doing so.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]]&amp;lt;br&amp;gt;Team Leader&lt;br /&gt;
| The Team Leader is in charge of the effectiveness and ensuring a mission success for the PMC Forces. They are the ultimate leaders and experts in how to move in quickly, do their job, and pull back without any issues. They hold the lives of their fellow PMCs in their hands, but will show no remorse in abandoning one for the success of mission, sake of the company or a heavy sum of money.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|UPP}}[[File:UPP_Patch.png|64px|link=UPP]]&amp;lt;br&amp;gt;Union of Progressive Peoples&amp;lt;/center&amp;gt;&lt;br /&gt;
| Despite the tensions between the governments of the UPP, TWE and USCM, W-Y occasionally deals with the UPP, supplying terraforming equipment, surveyors and mining equipment. There are a few instances of UPP selling W-Y colonies that the UPP find to be too costly to maintain, or unworthy the expense after they deplete natural resources. The rumour mill suggests that W-Y may be supplying the UPP with illegal combat synths, but no evidence has ever been found to support these rumours and are denied by W-Y Executives as merely a smear tactic.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|CLF}}[[File:CLF_Patch.png|64px|link=CLF]]&amp;lt;br&amp;gt;Colonial Liberation Front&amp;lt;/center&amp;gt;&lt;br /&gt;
| Entirely hostile towards the W-Y Company, the CLF have taken to especially targeting W-Y owned/operated colonies in their crusade to liberate the downtrodden of the USCM. W-Y have employed several PMC divisions to patrol space near their colonies and assets in the Neroid Sector, in an effort to minimize asset loss and potentially strike at the leadership of the CLF, hopefully in the process curbing further insurrection.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|W-Y}}[[File:USCM_Patch.png|64px]]&amp;lt;br&amp;gt;United Americas&amp;lt;/center&amp;gt;&lt;br /&gt;
| The USCM is the second largest customer of the Company, one that has a &amp;quot;special&amp;quot; relationship with the Company. The USCM is largely funded and outfitted by W-Y designs and weaponry. In return, the USCM assigns various smaller units and divisions to deal with Company requests, as a begrudging part of the many contracts and deals that the Company has wrangled the Government into signing over the years. This relationship is strained by occasional disappearances of Military personnel and assets.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|3WE}}[[File:3WE_Patch.png|64px|link=Three_World_Empire]]&amp;lt;br&amp;gt;Three World Empire&amp;lt;/center&amp;gt;&lt;br /&gt;
| The 3WE and W-Y enjoy the closest relation that the Company has. It being the birthplace of the Company and the fact that all Board Members and the CEO swear fealty to the Emperor. Although, this relationship is strained at times, when the Company causes issues with the USCM. Fortunately, the TWE is also in the line of ire of the USCM, but the Board have been summoned in front of the Emperor more than once to explain themselves and ordered to restore relations with USCM.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40160</id>
		<title>W-Y PMCs</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40160"/>
		<updated>2026-01-15T23:42:08Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = PMC-Standard.png&lt;br /&gt;
|jobtitle = W-Y PMC&#039;s&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Corporate Liaison]], W-Y&lt;br /&gt;
|rank = Team Leader (Officer) / Security Expert (Medic, Specialist, Sniper) / PMC (Tactical Responder)&lt;br /&gt;
|duties = Protect the Corporate Liaison and Weyland-Yutani&#039;s interests, secure the Almayer&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/acutely aware/well-informed of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ensure no damage is incurred against Weyland-Yutani. Make sure the Corporate Liaison is safe.&amp;lt;br&amp;gt;Deny the Weyland-Yutani&#039;s involvement and do not trust the United Americas/USCM forces.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;W-Y PMCs&#039;&#039;&#039; are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
W-Y PMCs are the most similar ERT in playstyle to the US Colonial Marines, as PMCs operate similar weapons and equipment. Unlike the USCM, the PMCs are significantly better funded and equipped, thus they come with more powerful, but expensive, weapons and support equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PMCs operate under a more rigid command structure, with far more highly specialised roles dictating a soldiers designation in a squad, unlike the more flexible USCM Specialist system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One advantage of the PMCs is that they&#039;re stronger than most ERT squads and they carry stronger weapons and equipment than all of the ERTs alike (Besides the Commandos). These people play on the offensive and they have Sniper and a Smartgunner to provide support for their fellow soldiers.&lt;br /&gt;
&lt;br /&gt;
= Backstory =&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of W-Y&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful W-Y cruiser that patrols the outer edges of the Neroid Sector. Under the directive of W-Y&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
Rumors say that a W-Y Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
W-Y PMCs are dispatched from Whiteguard Solutions a subsidiary of the company, and report directly to the board of directors unless otherwise briefed. They may at times be placed under the direct command of the [[Corporate Liaison|Corporate Liaison]], to carry out necessary objectives that are of interest to the company, if the Liaison was to die then the PMC Team Leader has agency to ensure the company&#039;s interests are secured.&lt;br /&gt;
&lt;br /&gt;
= W-Y PMC Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |PMC Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]] &amp;lt;br&amp;gt;PMC Tactical Responder (PMC Standard) [[File:PMC Standard icon.png]] &lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition or the &lt;br /&gt;
[[Marine Equipment#Restricted Marine Weapons|M240 Incinerator Unit]] or the [[Marine Equipment#NSG_23_Assault_Rifle|NSG 23 Assault Rifle]]. While they may appear as an underwhelming threat, their superior armor lets them soak a lot of damage and their SMG, Flamethrower or Assault Rifle is on par if not better than the M41A Mk2.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]] &amp;lt;br&amp;gt;PMC Medical Specialist (PMC Medic) [[File:PMC Corporate Medic icon.png]]&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition and medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|medical = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Spec.png|64px]] &amp;lt;br&amp;gt;PMC Support Specialist (PMC Gunner) [[File:PMC Gunner icon.png]]&lt;br /&gt;
|Equipped with a [[Marine_Equipment#M56_Smartgun|M56 Smartgun]], better ammunition and reinforced armor. The PMC Gunner is capable of laying down a significant amount of firepower akin to USCM Smartgun. You do not have USMC IFF by default, your SG can kill a lot of marines if you don&#039;t understand this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]] &amp;lt;br&amp;gt;PMC Sniper (PMC Specialist) [[File:PMC Sniper icon.png]]&lt;br /&gt;
|Equipped with [[Marine_Equipment#M42c_Anti-Tank_Rifle|M42C Anti-Tank Rifle]] and sniper armor. Their unique sniper allows the PMC Sniper to deal massive amounts of damage in comparison to their USCM counterpart. For self defence they are equipped with the standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]]. The Anti-Tank Rifle cannot pass through Marines and will kill them because of your lack of IFF by default.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|melee = 1&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|rpg = 1&lt;br /&gt;
|m4ra = 1&lt;br /&gt;
|m42a = 1&lt;br /&gt;
|m92 = 1&lt;br /&gt;
|m420t = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]] &amp;lt;br&amp;gt;PMC Team Leader (PMC Officer) [[File:PMC Leader icon.png]]&lt;br /&gt;
|Commander of the PMC force. Equipped with an advance [[Marine_Equipment#M41A.2F2_Battle_Rifle|M41A/2 Battle Rifle]] and a [[Marine_Equipment#VP-78_Pistol|VP78 Pistol]]. The Officer&#039;s job is to direct the PMC squad on their mission. The Officer, unlike their USCM counterpart, is significantly more well armed and thus a deadly combatant in the field.  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|leadership = 1&lt;br /&gt;
|medical = 1&lt;br /&gt;
|jtac = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC Support Synth.png|64px]] &amp;lt;br&amp;gt;PMC Support Synthetic (PMC Synth) [[File:PMC Support Synthetic icon.png]]&lt;br /&gt;
|Equipped with standard support-synthetic gear, the PMC Support Synthetic is the designated support specialist for the squad, capable of engineering, medical, and non combat duties.  &lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|navigation=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
__NOINDEX__&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40159</id>
		<title>W-Y PMCs</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40159"/>
		<updated>2026-01-15T23:35:40Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = PMC-Standard.png&lt;br /&gt;
|jobtitle = W-Y PMC&#039;s&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Corporate Liaison]], Weyland-Yutani&lt;br /&gt;
|rank = Team Leader (Officer) / Security Expert (Medic, Specialist, Sniper) / PMC (Tactical Responder)&lt;br /&gt;
|duties = Protect the Corporate Liaison and Weyland-Yutani&#039;s interests, secure the Almayer&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/acutely aware/well-informed of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ensure no damage is incurred against Weyland-Yutani. Make sure the Corporate Liaison is safe.&amp;lt;br&amp;gt;Deny the Weyland-Yutani&#039;s involvement and do not trust the United Americas/USCM forces.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;W-Y PMCs&#039;&#039;&#039; are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
W-Y PMCs are the most similar ERT in playstyle to the US Colonial Marines, as PMCs operate similar weapons and equipment. Unlike the USCM, the PMCs are significantly better funded and equipped, thus they come with more powerful, but expensive, weapons and support equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PMCs operate under a more rigid command structure, with far more highly specialised roles dictating a soldiers designation in a squad, unlike the more flexible USCM Specialist system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One advantage of the PMCs is that they&#039;re stronger than most ERT squads and they carry stronger weapons and equipment than all of the ERTs alike (Besides the Commandos). These people play on the offensive and they have Sniper and a Smartgunner to provide support for their fellow soldiers.&lt;br /&gt;
&lt;br /&gt;
= Backstory =&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of W-Y&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful W-Y cruiser that patrols the outer edges of the Neroid Sector. Under the directive of W-Y&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
Rumors say that a W-Y Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
W-Y PMCs are dispatched from Whiteguard Solutions a subsidiary of the company, and report directly to the board of directors unless otherwise briefed. They may at times be placed under the direct command of the [[Corporate Liaison|Corporate Liaison]], to carry out necessary objectives that are of interest to the company, if the Liaison was to die then the PMC Team Leader has agency to ensure the company&#039;s interests are secured.&lt;br /&gt;
&lt;br /&gt;
= W-Y PMC Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |PMC Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]] &amp;lt;br&amp;gt;PMC Tactical Responder (PMC Standard) [[File:PMC Standard icon.png]] &lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition or the &lt;br /&gt;
[[Marine Equipment#Restricted Marine Weapons|M240 Incinerator Unit]] or the [[Marine Equipment#NSG_23_Assault_Rifle|NSG 23 Assault Rifle]]. While they may appear as an underwhelming threat, their superior armor lets them soak a lot of damage and their SMG, Flamethrower or Assault Rifle is on par if not better than the M41A Mk2.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]] &amp;lt;br&amp;gt;PMC Medical Specialist (PMC Medic) [[File:PMC Corporate Medic icon.png]]&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition and medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|medical = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Spec.png|64px]] &amp;lt;br&amp;gt;PMC Support Specialist (PMC Gunner) [[File:PMC Gunner icon.png]]&lt;br /&gt;
|Equipped with a [[Marine_Equipment#M56_Smartgun|M56 Smartgun]], better ammunition and reinforced armor. The PMC Gunner is capable of laying down a significant amount of firepower akin to USCM Smartgun. You do not have USMC IFF by default, your SG can kill a lot of marines if you don&#039;t understand this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]] &amp;lt;br&amp;gt;PMC Sniper (PMC Specialist) [[File:PMC Sniper icon.png]]&lt;br /&gt;
|Equipped with [[Marine_Equipment#M42c_Anti-Tank_Rifle|M42C Anti-Tank Rifle]] and sniper armor. Their unique sniper allows the PMC Sniper to deal massive amounts of damage in comparison to their USCM counterpart. For self defence they are equipped with the standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]]. The Anti-Tank Rifle cannot pass through Marines and will kill them because of your lack of IFF by default.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|melee = 1&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|rpg = 1&lt;br /&gt;
|m4ra = 1&lt;br /&gt;
|m42a = 1&lt;br /&gt;
|m92 = 1&lt;br /&gt;
|m420t = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]] &amp;lt;br&amp;gt;PMC Team Leader (PMC Officer) [[File:PMC Leader icon.png]]&lt;br /&gt;
|Commander of the PMC force. Equipped with an advance [[Marine_Equipment#M41A.2F2_Battle_Rifle|M41A/2 Battle Rifle]] and a [[Marine_Equipment#VP-78_Pistol|VP78 Pistol]]. The Officer&#039;s job is to direct the PMC squad on their mission. The Officer, unlike their USCM counterpart, is significantly more well armed and thus a deadly combatant in the field.  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|leadership = 1&lt;br /&gt;
|medical = 1&lt;br /&gt;
|jtac = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC Support Synth.png|64px]] &amp;lt;br&amp;gt;PMC Support Synthetic (PMC Synth) [[File:PMC Support Synthetic icon.png]]&lt;br /&gt;
|Equipped with standard support-synthetic gear, the PMC Support Synthetic is the designated support specialist for the squad, capable of engineering, medical, and non combat duties.  &lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|navigation=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
__NOINDEX__&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Weyland_Yutani%27s_PMCs&amp;diff=40158</id>
		<title>Weyland Yutani&#039;s PMCs</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Weyland_Yutani%27s_PMCs&amp;diff=40158"/>
		<updated>2026-01-15T23:35:12Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: Frozentsbgg moved page Weyland Yutani&amp;#039;s PMCs to W-Y PMCs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[W-Y PMCs]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40157</id>
		<title>W-Y PMCs</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40157"/>
		<updated>2026-01-15T23:35:12Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: Frozentsbgg moved page Weyland Yutani&amp;#039;s PMCs to W-Y PMCs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = PMC-Standard.png&lt;br /&gt;
|jobtitle = Weyland-Yutani PMC&#039;s&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Corporate Liaison]], Weyland-Yutani&lt;br /&gt;
|rank = Team Leader (Officer) / Security Expert (Medic, Specialist, Sniper) / PMC (Tactical Responder)&lt;br /&gt;
|duties = Protect the Corporate Liaison and Weyland-Yutani&#039;s interests, secure the Almayer&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/acutely aware/well-informed of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ensure no damage is incurred against Weyland-Yutani. Make sure the Corporate Liaison is safe.&amp;lt;br&amp;gt;Deny the Weyland-Yutani&#039;s involvement and do not trust the United Americas/USCM forces.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;W-Y PMCs&#039;&#039;&#039; are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
W-Y PMCs are the most similar ERT in playstyle to the US Colonial Marines, as PMCs operate similar weapons and equipment. Unlike the USCM, the PMCs are significantly better funded and equipped, thus they come with more powerful, but expensive, weapons and support equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PMCs operate under a more rigid command structure, with far more highly specialised roles dictating a soldiers designation in a squad, unlike the more flexible USCM Specialist system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One advantage of the PMCs is that they&#039;re stronger than most ERT squads and they carry stronger weapons and equipment than all of the ERTs alike (Besides the Commandos). These people play on the offensive and they have Sniper and a Smartgunner to provide support for their fellow soldiers.&lt;br /&gt;
&lt;br /&gt;
= Backstory =&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of W-Y&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful W-Y cruiser that patrols the outer edges of the Neroid Sector. Under the directive of W-Y&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
Rumors say that a W-Y Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
W-Y PMCs are dispatched from Whiteguard Solutions a subsidiary of the company, and report directly to the board of directors unless otherwise briefed. They may at times be placed under the direct command of the [[Corporate Liaison|Corporate Liaison]], to carry out necessary objectives that are of interest to the company, if the Liaison was to die then the PMC Team Leader has agency to ensure the company&#039;s interests are secured.&lt;br /&gt;
&lt;br /&gt;
= W-Y PMC Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |PMC Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]] &amp;lt;br&amp;gt;PMC Tactical Responder (PMC Standard) [[File:PMC Standard icon.png]] &lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition or the &lt;br /&gt;
[[Marine Equipment#Restricted Marine Weapons|M240 Incinerator Unit]] or the [[Marine Equipment#NSG_23_Assault_Rifle|NSG 23 Assault Rifle]]. While they may appear as an underwhelming threat, their superior armor lets them soak a lot of damage and their SMG, Flamethrower or Assault Rifle is on par if not better than the M41A Mk2.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]] &amp;lt;br&amp;gt;PMC Medical Specialist (PMC Medic) [[File:PMC Corporate Medic icon.png]]&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition and medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|medical = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Spec.png|64px]] &amp;lt;br&amp;gt;PMC Support Specialist (PMC Gunner) [[File:PMC Gunner icon.png]]&lt;br /&gt;
|Equipped with a [[Marine_Equipment#M56_Smartgun|M56 Smartgun]], better ammunition and reinforced armor. The PMC Gunner is capable of laying down a significant amount of firepower akin to USCM Smartgun. You do not have USMC IFF by default, your SG can kill a lot of marines if you don&#039;t understand this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]] &amp;lt;br&amp;gt;PMC Sniper (PMC Specialist) [[File:PMC Sniper icon.png]]&lt;br /&gt;
|Equipped with [[Marine_Equipment#M42c_Anti-Tank_Rifle|M42C Anti-Tank Rifle]] and sniper armor. Their unique sniper allows the PMC Sniper to deal massive amounts of damage in comparison to their USCM counterpart. For self defence they are equipped with the standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]]. The Anti-Tank Rifle cannot pass through Marines and will kill them because of your lack of IFF by default.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|melee = 1&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|rpg = 1&lt;br /&gt;
|m4ra = 1&lt;br /&gt;
|m42a = 1&lt;br /&gt;
|m92 = 1&lt;br /&gt;
|m420t = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]] &amp;lt;br&amp;gt;PMC Team Leader (PMC Officer) [[File:PMC Leader icon.png]]&lt;br /&gt;
|Commander of the PMC force. Equipped with an advance [[Marine_Equipment#M41A.2F2_Battle_Rifle|M41A/2 Battle Rifle]] and a [[Marine_Equipment#VP-78_Pistol|VP78 Pistol]]. The Officer&#039;s job is to direct the PMC squad on their mission. The Officer, unlike their USCM counterpart, is significantly more well armed and thus a deadly combatant in the field.  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|leadership = 1&lt;br /&gt;
|medical = 1&lt;br /&gt;
|jtac = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC Support Synth.png|64px]] &amp;lt;br&amp;gt;PMC Support Synthetic (PMC Synth) [[File:PMC Support Synthetic icon.png]]&lt;br /&gt;
|Equipped with standard support-synthetic gear, the PMC Support Synthetic is the designated support specialist for the squad, capable of engineering, medical, and non combat duties.  &lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|navigation=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
__NOINDEX__&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chemical/Xenogenic&amp;diff=40156</id>
		<title>Chemical/Xenogenic</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chemical/Xenogenic&amp;diff=40156"/>
		<updated>2026-01-15T23:34:50Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Information classified by the W-Y Company&#039;s Research and Development Division.&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Corporate_Bodyguard&amp;diff=40155</id>
		<title>Corporate Bodyguard</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Corporate_Bodyguard&amp;diff=40155"/>
		<updated>2026-01-15T23:34:40Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = THE COMPANY&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = CorpLiason.png&lt;br /&gt;
|jobtitle = Corporate Bodyguard&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Trainee Personal Protection Officer [Under 10 hours] / Personal Protection Officer [10 hours] / Personal Protection Specialist [70 hours] /&lt;br /&gt;
Personal Protection Coordinator [175 hours]&lt;br /&gt;
|superior = Weyland Yutani Corporate Liaison&lt;br /&gt;
|unlock = 25 hours as any corporate role. 5 hours as any Military Police role.&lt;br /&gt;
|duties = Protect the Corporate Liaison and their office.&lt;br /&gt;
|guides = This one.&lt;br /&gt;
|description = As a representative of Weyland-Yutani Corporation, your job requires you to stay in character at all times. You are not required to follow military orders; however, you cannot give military orders.&amp;lt;br&amp;gt;Your primary job is to protect the onboard Liaison and their office.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roles =&lt;br /&gt;
As the &#039;&#039;&#039;Corporate Security&#039;&#039;&#039;, it is your job &#039;&#039;&#039;to protect W-Y&#039;s interests in the mission that has been given to the United States Colonial Marine Corp&#039;&#039;&#039;. You have &#039;&#039;&#039;ZERO&#039;&#039;&#039; authority over the Marine Corp. You are responsible for protecting the onboard Liaison and their office, not for getting into fights.&lt;br /&gt;
&lt;br /&gt;
Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. Roleplaying a lot leads to more FUN. If you&#039;re not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, &#039;&#039;&#039;undertaking antagonistic objectives without being explicitly told to by W-Y will get you banned or job banned&#039;&#039;&#039;. This is known as &amp;quot;self antagging&amp;quot;, and it&#039;s a big no-no. Remember that your goal shouldn&#039;t be to hinder the marines unless the company says otherwise, because they are serving your interests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-character things to remember&lt;br /&gt;
* You&#039;re a Corporate Security officer: a guard and protector. Not a [[Rifleman|marine]], not a [[Hospital Corpsman|doctor]], not an [[Combat Technician|engineer]], not a war fighter.&lt;br /&gt;
* You will do what&#039;s necessary to ensure W-Y&#039;s interests are kept in mind by the USCM aboard the Almayer.&lt;br /&gt;
* You have W-Y&#039;s interests in mind.&lt;br /&gt;
* You know you have no power over Marines but you do have influence. You can complain to Weyland Yutani if they are being unreasonable.&lt;br /&gt;
* You have access to a fax machine.&lt;br /&gt;
* You are not responsible for enforcing Marine Law.&lt;br /&gt;
* You are not there to fight with marines.&lt;br /&gt;
&lt;br /&gt;
While you can&#039;t demand anything, saying &amp;quot;I&#039;d appreciate X&amp;quot; or &amp;quot;I&#039;m sure if I got X your relations with the company would be good&amp;quot;, as well as stating that they aren&#039;t by any means required to give it to you, usually results in you getting what you&#039;re asking for.&lt;br /&gt;
&lt;br /&gt;
You are not above [[Marine Law]]. If you commit a crime, don&#039;t expect special protection from the Company.&lt;br /&gt;
&lt;br /&gt;
=== Authority ===&lt;br /&gt;
You have the authority to detain and disable people who are trespassing or otherwise causing problems within the Corporate Liaison&#039;s Office. This authority is limited to non-lethal action and anyone detained must (according to Marine Law) be handed to MPs and not kept within the Liaison&#039;s office.&lt;br /&gt;
&lt;br /&gt;
You are not an MP however, and someone who causes problems with the Liaison and is not within the office, or ran out of the office, is no longer within your power to deal with.&lt;br /&gt;
&lt;br /&gt;
* The main exception to this rule is anyone who poses an imminent physical threat to the safety of yourself or the Liaison. These cases must be handled appropriately and within escalation. Keep to non-lethal response wherever possible.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* The corporate office has shutters for security purposes.&lt;br /&gt;
* There are secure cameras in the office and quarters&lt;br /&gt;
&lt;br /&gt;
=Tips and Suggestions=&lt;br /&gt;
* Be acquainted with Marine law. Know your rights to keep your radio and to an appeal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|police=2&lt;br /&gt;
|cqc=2&lt;br /&gt;
|fireman=2&lt;br /&gt;
|melee=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Corporate_Commandos&amp;diff=40154</id>
		<title>Corporate Commandos</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Corporate_Commandos&amp;diff=40154"/>
		<updated>2026-01-15T23:34:13Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffeed6&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM &amp;amp; DEATHSQUAD&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = WY_COMMANDO_LEADER.png&lt;br /&gt;
|jobtitle = Corporate Commandos&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = W-Y High Command&lt;br /&gt;
|duties = Protect the Corporate Liaison, the Almayer Commanding Officer and Weyland-Yutani&#039;s interests, secure the Almayer.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = Secure the Corporate Liaison and the Almayer Commanding Officer, and eliminate any hostile threats. Do not damage Wey-Yu property.&lt;br /&gt;
}} {{Tocright}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corporate Commandos&#039;&#039;&#039; are an elite black-ops fire-team owned and operated by W-Y High Command. They are equipped with state-of-the-art weaponry and armor.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
The Corporate Commandos are a top-tier black-ops unit under the direct command of W-Y High Command, made up entirely of elite human operatives. Deployed in only the most critical and high-risk situations, they serve as the Company’s precision tool when subtlety, containment, or asset recovery takes priority over brute force extermination.&lt;br /&gt;
&lt;br /&gt;
These are not death squads, nor are they military grunts. They are career professionals, handpicked from special forces, private military contractors, and internal security divisions. Each Commando is rigorously trained in counter-biohazard protocols, advanced combat tactics, and corporate operational secrecy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the covert and high-risk nature of Corporate Commando operations, W-Y equips them with specialized gear designed for efficiency, firepower, and rapid execution, only the most reliable and battle-proven equipment makes the cut, as shown below:&lt;br /&gt;
&lt;br /&gt;
=Standing Orders=&lt;br /&gt;
&lt;br /&gt;
As a &#039;&#039;&#039;Corporate Commando&#039;&#039;&#039;, you operate under the direct authority of the &#039;&#039;&#039;[[Lore_Home#Weyland-Yutani|Weyland Yutani]]&#039;&#039;&#039; High Command. Your loyalty is to the Company alone, not to the Marines, not to Colonial Command, and certainly not to the crew of the [[USS Almayer]].&lt;br /&gt;
&lt;br /&gt;
Your primary objective is to secure the [[Corporate Liaison]] stationed aboard the Almayer and the [[Commanding_Officer]].&lt;br /&gt;
&lt;br /&gt;
As for your second it is the elimination of any hostile threats.&lt;br /&gt;
&lt;br /&gt;
=Deathsquad Version=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Eliminate everyone, then detonate the ship. Damage to Wey-Yu property is tolerable.&amp;quot;&#039;&#039; - W-Y High Command&lt;br /&gt;
&lt;br /&gt;
Throw all the previous directions away and follow the main objective and additional side objectives that the admins may add, this version is an admin spawn only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Commando Roles=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#C4B39C;&amp;quot; width=200 |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#C4B39C;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:WY_COMMANDO_OPERATOR.png]]&amp;lt;br&amp;gt;Corporate Commando [[File:WY_COMMANDO_OPERATOR_ICON.png]]&lt;br /&gt;
|A heavily armed and professionally trained W-Y Commando, outfitted with specialized corporate gear for high-risk operations as directed by W-Y High Command. Equipped with MY7-pattern Commando armor and the [[Non-USCM Equipment#M41A/2 pulse rifle|M41A/2 pulse rifle]] or a [[Marine Equipment#M41A pulse rifle MK2|M41A Pulse Rifle mk2]](For the weaker version), this operative is built for efficiency and coordination within a fire-team.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|police=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:WY_COMMANDO_GUNNER.png]]&amp;lt;br&amp;gt;Corporate Commando Gunner [[File:WY_COMMANDO_GUNNER_ICON.png]]&lt;br /&gt;
|A heavily armed W-Y Commando Gunner, deployed with advanced firepower and battlefield-grade gear for high-threat operations. Armed with the devastating [[Non-USCM Equipment#M56T &#039;Terminator&#039; smartgun|M56T ‘Terminator’ smartgun]], this operative is built for suppressive dominance, anti-personnel efficiency and wearing the M56 Combat harness. Carrying a [[Non-USCM Equipment#VP78 pistol|VP78 Pistol]] with a barrel charger as a sidearm.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=3&lt;br /&gt;
|melee=1&lt;br /&gt;
|police=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|endurance=4&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=3&lt;br /&gt;
|smartgun=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:WY_COMMANDO_LEADER.png]]&amp;lt;br&amp;gt;Corporate Commando Leader [[File:WY_COMMANDO_LEADER_ICON.png]]&lt;br /&gt;
|The leader of the W-Y Commando fireteam, outfitted with enhanced tactical gear and entrusted with executing High Command’s directives with precision. Clad in the MY7 pattern Commando leader armor, carrying a [[Non-USCM Equipment|M41A/2 pulse rifle]] and a [[Non-USCM Equipment#Mateba autorevolver|Mateba autorevolver]] as a sidearm, ensuring they are just as combat-capable as the operatives they leads.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=1&lt;br /&gt;
|firearms=2&lt;br /&gt;
|endurance=3&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=5&lt;br /&gt;
|overwatch=1&lt;br /&gt;
|execution=1&lt;br /&gt;
|leadership=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Corsat&amp;diff=40153</id>
		<title>Corsat</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Corsat&amp;diff=40153"/>
		<updated>2026-01-15T23:33:48Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Corsat =&lt;br /&gt;
WORK-IN-PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
A research station in the outer-arm of Herculis. The exact purpose and clarification of the research is considered highly top secret and off-limits from UA press sources from reporting on. The primary funder of the station is W-Y who contracts science personal to study and develop on the station regularly in its different environmental domes.&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
== Identified activity ==&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Vending_Machine&amp;diff=40152</id>
		<title>Vending Machine</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Vending_Machine&amp;diff=40152"/>
		<updated>2026-01-15T23:33:39Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This refers to vending machines that sell items to you.&lt;br /&gt;
&lt;br /&gt;
=Hot Drinks Machine=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Products:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description: &lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=128|Reagents:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=32 |Cost:&lt;br /&gt;
|-&lt;br /&gt;
![[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
{{Anchor|Coffee}}&lt;br /&gt;
[[#Coffee|&#039;&#039;&#039;Coffee&#039;&#039;&#039;]]&lt;br /&gt;
| Recycled water, lab-grown coffee plants genetically designed for minimum expense and maximum production, and re-recycled coffee grounds have mixed together to create this insultingly cheap USCM culinary &#039;wonder&#039;. You&#039;re just glad the troops get issued water for free.&lt;br /&gt;
It is a &#039;&#039;&#039;small&#039;&#039;&#039; item.&lt;br /&gt;
| &lt;br /&gt;
* 20u Coffee&lt;br /&gt;
|$1.5&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Duke Purple Tea}}[[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
[[#Duke Purple Tea|&#039;&#039;&#039;Duke Purple Tea&#039;&#039;&#039;]]&lt;br /&gt;
| An insult to Duke Purple is an insult to the Space Queen! Any proper gentleman will fight you, if you sully this tea.&lt;br /&gt;
It is a &#039;&#039;&#039;small&#039;&#039;&#039; item.&lt;br /&gt;
| &lt;br /&gt;
* 30u Tea&lt;br /&gt;
|$3&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Duke Purple Tea}}[[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
[[#Dutch hot coco.|&#039;&#039;&#039;Dutch hot coco&#039;&#039;&#039;]]&lt;br /&gt;
| Made in Space South America.&lt;br /&gt;
It is a &#039;&#039;&#039;small&#039;&#039;&#039; item.&lt;br /&gt;
|&lt;br /&gt;
* 30u Hot Chocolate&lt;br /&gt;
|$15&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Hot Foods Machine=&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=150|Products:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Description: &lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=256|Reagents:&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=32 |Cost:&lt;br /&gt;
|-&lt;br /&gt;
![[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
{{Anchor|Packaged Cheeseburger}}&lt;br /&gt;
[[#Packaged Cheeseburger|&#039;&#039;&#039;Packaged Cheeseburger&#039;&#039;&#039;]]&lt;br /&gt;
|A soggy microwavable burger. There&#039;s no time given for how long to cook it. Packaged by the W-Y Corporation.&lt;br /&gt;
It is a &#039;&#039;&#039;small&#039;&#039;&#039; item.&lt;br /&gt;
|&lt;br /&gt;
* 5 Bread&lt;br /&gt;
* 5 Meat Protein&lt;br /&gt;
*2 Table Salt&lt;br /&gt;
|$5 &lt;br /&gt;
|-&lt;br /&gt;
![[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
{{Anchor|Packaged Burrito}}&lt;br /&gt;
[[#Packaged Burrito|&#039;&#039;&#039;Packaged Burrito&#039;&#039;&#039;]]&lt;br /&gt;
|A hard microwavable burrito. There&#039;s no time given for how long to cook it. Packaged by the W-Y Corporation. &lt;br /&gt;
It is a &#039;&#039;&#039;small&#039;&#039;&#039; item.&lt;br /&gt;
|&lt;br /&gt;
* 5 Bread&lt;br /&gt;
*5 Meat Protein&lt;br /&gt;
|$5 &lt;br /&gt;
|-&lt;br /&gt;
![[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
{{Anchor|Packaged Hotdog}}&lt;br /&gt;
[[#Packaged Hotdog|&#039;&#039;&#039;Packaged Hotdog&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|$5 &lt;br /&gt;
|-&lt;br /&gt;
![[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
{{Anchor|Kepler Crisps}}&lt;br /&gt;
[[#Kepler Crisps|&#039;&#039;&#039;Kepler Crisps&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|$3 &lt;br /&gt;
|-&lt;br /&gt;
![[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
{{Anchor|Weyland-Yutani Pepper Chips}}&lt;br /&gt;
[[#Weyland-Yutani Pepper Chips|&#039;&#039;&#039;W-Y Pepper Chips&#039;&#039;&#039;]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
*&lt;br /&gt;
|$3 &lt;br /&gt;
|-&lt;br /&gt;
![[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
{{Anchor|Boonie Bars}}&lt;br /&gt;
[[#Boonie Bars|&#039;&#039;&#039;Boonie Bars&#039;&#039;&#039;]]&lt;br /&gt;
|Two delicious bars of minty chocolate. &amp;quot;Sometimes things are just... out of reach.&amp;quot;  &lt;br /&gt;
It is a &#039;&#039;&#039;small&#039;&#039;&#039; item.&lt;br /&gt;
|&lt;br /&gt;
* 6 Nutriment&lt;br /&gt;
* 4 Coco Powder&lt;br /&gt;
|$4&lt;br /&gt;
|-&lt;br /&gt;
![[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
{{Anchor|MEAT Bar}}&lt;br /&gt;
[[#MEAT Bar|&#039;&#039;&#039;MEAT Bar&#039;&#039;&#039;]]&lt;br /&gt;
|It is a vacuum sealed tube of suspicious meat. Artificially packed full of nutrients you can&#039;t pronounce. The M is printed on the side, so it just reads EAT. Guess that&#039;s where the slogan comes from. &lt;br /&gt;
It is a &#039;&#039;&#039;tiny&#039;&#039;&#039; item.&lt;br /&gt;
|&lt;br /&gt;
* 4 Nutriment&lt;br /&gt;
* 4 Meat Protein&lt;br /&gt;
|$4&lt;br /&gt;
|-&lt;br /&gt;
![[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
{{Anchor|CHUNK Box}}&lt;br /&gt;
[[#CHUNK Box|&#039;&#039;&#039;CHUNK Box&#039;&#039;&#039;]]&lt;br /&gt;
|A bar of &amp;quot;The CHUNK&amp;quot; brand chocolate. &amp;quot;The densest chocolate permitted to exist according to federal law. We are legally required to ask you not to use this blunt object for anything other than nutrition.&amp;quot;&lt;br /&gt;
It is a &#039;&#039;&#039;small&#039;&#039;&#039; item.&lt;br /&gt;
It would be a &#039;&#039;&#039;normal&#039;&#039;&#039; weapon if you were hit someone with it.&lt;br /&gt;
|&lt;br /&gt;
* 7 Nutriment&lt;br /&gt;
* 10 Coco Powder&lt;br /&gt;
|$4&lt;br /&gt;
|-&lt;br /&gt;
![[File:ClownPlaceholder.png|64px]]&lt;br /&gt;
{{Anchor|Barcardine Bars}}&lt;br /&gt;
[[#Barcardine Bars|&#039;&#039;&#039;Barcardine Bars&#039;&#039;&#039;]]&lt;br /&gt;
|A bar of chocolate, it smells like the medical bay. &amp;quot;Chocolate always helps the pain go away.&amp;quot;  &lt;br /&gt;
It is a &#039;&#039;&#039;small&#039;&#039;&#039; item.&lt;br /&gt;
|&lt;br /&gt;
* 4 Nutriment&lt;br /&gt;
* 2 Coco Powder&lt;br /&gt;
* 1 Tramadol&lt;br /&gt;
|$4&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=SolarisRidge&amp;diff=40151</id>
		<title>SolarisRidge</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=SolarisRidge&amp;diff=40151"/>
		<updated>2026-01-15T23:33:21Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Solaris Ridge =&lt;br /&gt;
&lt;br /&gt;
Classification: Weyland Yutani Biological Storage Depot&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Location: LV-1413 (Routerra I)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Population: ~120&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;A boxy and familiar place&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Solaris Ridge (also known as Big Red) was a human settlement and former terraforming project. While originally an independent operation on the planet LV-1413, after funds dried up and the terraforming lichen failed to take, colonization rights were quietly sold to the W-Y Corporation by at the time colonial director B. Dryers.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While Routerra I was part of the initial Kepler survey batch from NASA in 2026, the light-year difference and the planet&#039;s placement within the Neroid sector made early colonization all but impossible. Terraforming and subsequent colonization eventually began in 2125 and ended in 2145.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lichen-based terraforming markets itself as a cheaper alternative to standard atmospheric processing, however the technology remains unproven. The initial two batches that were seeded at the then-fledgling Solaris Ridge site managed to establish themselves; but subsequent batches that were grown in the local Eta labs, as opposed to being imported, failed to meet expected growth projections. Recurring dust storms and an ever increasing maintenance bill forced colonial management to divert more of the budget than initially anticipated towards repair. By 2144, funds for the entire project had dried up. Ownership was sold to W-Y in 2145, and the two lichen labs, Eta and Lambda, were converted for use as extended storage and study units for biological samples.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently, Solaris Ridge houses a meager 120 colonists and is considered a dead end for most enterprising off-worlders. It operates under the W-Y brand as a biological storage facility and virology research lab, though rumor has it that those facilities have also been decommissioned. All of its colonists are presently employed by the Company, willingly or not. Additional funds to expand the project have yet to be allocated. Only the upkeep cost is maintained.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LV-1413 ==&lt;br /&gt;
&lt;br /&gt;
[[File:Routerra I.png|frame|right|Routerra I]]&lt;br /&gt;
&lt;br /&gt;
LV-1413 is a terrestrial world with no orbiting moons, located in the Routerra system. Nestled at the far end of the Neroid sector, LV-1413 is the very definition of a backwater rim world.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Routerra system is composed of Routerra I (LV-1413), Routerra II (a barren ice planet in an elliptical orbit at the edge of the system bounds), and &#039;Routerra&#039; itself, a K5 IV Orange Supergiant 67% brighter than Sol and nearing the end of its life cycle.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Discovered initially during the private Kepler missions in 2026, Routerra I was incredibly low-priority on the colonization timeline due to its location. The rights to the planet&#039;s surface were purchased at a bargain bin price by a private entity in 2135.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Solaris Ridge has gone through 3 remaps. It was the second original map to be added to CMSS13&lt;br /&gt;
* Solaris Ridge is most commonly known by its nickname of “Big Red”.&lt;br /&gt;
* Solaris Ridge previously featured dust storms that required Marine players to wear internals to survive, or shelter inside one of the many structures. The only part of this feature left in the game are the storm shutter buttons inside the bar and general store.&lt;br /&gt;
* Medbay, Security, and parts of Lambda lab were cannibalized from BoxStation in their entirety with no remapping or editing done.&lt;br /&gt;
* Solaris Ridge is the most edited map in Colonial Marines, by both developers and contributors. The closest runner up is Trijent Dam.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=PVE:UPP_MSS&amp;diff=40150</id>
		<title>PVE:UPP MSS</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=PVE:UPP_MSS&amp;diff=40150"/>
		<updated>2026-01-15T23:33:12Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Ministry of Space Security.png]]&lt;br /&gt;
= Ministry of Space Security=&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
One of many ministries of the Union of Progressive Peoples. Since its creation it has served a role in both domestic and foreign security concerns. As one of the largest and most complex ministries, it has developed a massive network of assets all over the Middle Heavens, with countless infiltrators among the Collectives&#039; enemies and allies alike.&lt;br /&gt;
&lt;br /&gt;
 Despite this extensive reach and the formidable threat it presents to the intelligence agencies of the United Americas, not much more is known about the MSS internally, or who directs it.&lt;br /&gt;
&lt;br /&gt;
 Of the little that is reported however, is a focus the Ministry shows on industrial espionage, particularly against W-Y. The Ministries goal is relatively clear; the theft of technology, which the UPP proves increasingly efficient at reverse engineering.&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Kutjevo_Refinery&amp;diff=40149</id>
		<title>Kutjevo Refinery</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Kutjevo_Refinery&amp;diff=40149"/>
		<updated>2026-01-15T23:33:03Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Kutjevo Refinery =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Classification: Weyland Spring bottling plant | Boom or bust rim colony&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Location: [https://cm-ss13.com/wiki/images/0/0d/Kutjevo_a1.jpg LV-686 (Dykuma I)]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Population: ~2700&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Bottled fresh daily!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Kutjevo Refinery (also known as Kutjevo bottling plant / facility, and Weyland Spring bottling center No. 8) was a human water refinement and bottling facility operated and owned by the [[W-Y|W-Y corporation]] on the planet LV-686. Kutjevo was originally established as an [[Independent Systems|independent]] extension of the GL1 Starview core world colony in 2160. Dykuma I, originally thought to be a terra-formable desert world, was found to feature a vibrant ecosystem that fed off of a network of potable aquifers. The colony administration experienced a hostile corporate takeover by members of the Canadian Space Affairs Ministry in 2162, and was sold in December of that year to the [[W-Y]] corporation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Bottling operations for the Weyland Spring brand began in 2165. Subsequently the refinery and surrounding colony housing exploded due to the reversal of the employment dearth in the outer American Corridor, which drew in a large swathe of rim colonists.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Currently Kutjevo houses over 2000 colonists and is a prime candidate for entry into the United American sphere of influence as a recognized terrestrial body. Of those 2000 colonists, around 70% are employed by the Company, with the rest working in adjacent supporting labor sectors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== LV-686 ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
LV-686 is a terrestrial world located in the Dykuma system just 14ly from the American Corridor. The Dykuma system is composed of Dykuma I (LV-686), ‘Dykuma’ an A6 IV White Subgiant, and its smaller unnamed M1 V Red Dwarf companion.&lt;br /&gt;
&lt;br /&gt;
[[File:Kutjevo_planetoid.png|frame|right|Dykuma I and orbiting bodies]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Discovered in late 2089, just months after Waypoint Station was christened by the UA, Dykuma would not be colonized until 2158, and later would declare alignment with the independents in 2160. Dykuma’s star and namesake is 25 times brighter than that of the Sun. Dykuma I features a relatively common iron/silicate core and gravity only .05% greater than that of Earth’s, making it very appealing for settlement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dykuma I has three moons in orbit, A, B, and C respectively. Dykuma IC is commonly known as ‘The Chariot’ due to its anomalous and incredibly rapid orbit, passing around Dykuma I in merely one and a half Earth weeks. The other two moons are far less exciting, with orbital periods of 1 and 2.3 Earth months respectively.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kutjevo complex is located in the Hangelkesk basin. The area having been named after the creator of the first lander to breach the planet’s atmosphere. The complex itself is broken down into various components, only the outermost areas actually doing any of the water pumping or filtering. The central and initial aquafers long dried up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Kutjevo Refinery’s initial concept was a combination of [[TrijentDam|Trijent Dam]] and Sidewinder, from Halo: CE.&lt;br /&gt;
* Kutjevo Refinery was originally named Camp Sibilliad, a [[USCM]] boot camp.&lt;br /&gt;
* The colony walls, platforms, floor tiles, and rock walls all use the same 6 color palette.&lt;br /&gt;
* Kutjevo was originally snowy, owing both to the aforementioned Sidewinder, and that the same code used to handle [[IceColony|Ice Colony’s]] snow turfs is also used to handle Kutjevo’s sand.&lt;br /&gt;
* The code that [[IceColony|Ice Colony’s]] snow turfs originally ran on are suspected to be a Byond forums code sample.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Fax_Responder&amp;diff=40148</id>
		<title>Fax Responder</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Fax_Responder&amp;diff=40148"/>
		<updated>2026-01-15T23:32:07Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = purple&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = Speciality Role&lt;br /&gt;
|img = Responders.png&lt;br /&gt;
|jobtitle = Fax Responder&lt;br /&gt;
|difficulty = Variable&lt;br /&gt;
|rank = Variable &lt;br /&gt;
|superior = CMSS13 Administration Staff&lt;br /&gt;
|unlock = Variable&lt;br /&gt;
|duties = Answer faxes from the USS Almayer and/or Colony assets.&lt;br /&gt;
|guides = [[Rules|Server Rules]], [[Marine Law]], [[Standard Operating Procedure]], [[Rank]]&lt;br /&gt;
|description = Your job is to answer faxes sent to your fax machine. You are answering on behalf of the CMSS13 staff team and are therefore held to the highest standards. Failure to adhere to expectations may result in loss of the role or a server ban. Non-staff players of this role are not able to authorise ERTs through their faxes.&lt;br /&gt;
}}&lt;br /&gt;
__TOC__&lt;br /&gt;
== Preface Rules ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Do not use the telephone to call the marines without an EXCEPTIONAL reason. Your primary communication method should always be your fax machine.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Do not use your radios to communicate AT ALL. They are there to listen, not to communicate. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt; Do not abuse your power. If you are misusing the powers granted this role, or otherwise not performing as expected, you will be removed from it - or worse. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Expectations ==&lt;br /&gt;
&lt;br /&gt;
You are expected to main professionalism at all times. Playing this role is not something to be done lightly, whilst you may find yourself with less to do than a normal round, your actions and decisions may have far reaching impact and you need to be mindful of this.&lt;br /&gt;
&lt;br /&gt;
A strong grasp of the english language, particularly in regards to spelling, punctuation and grammar, is key to this role. It would not do for USCM High Command to be sending a fax that looks and reads like it was written by a toddler in crayon.&lt;br /&gt;
&lt;br /&gt;
== Roles and Timelocks ==&lt;br /&gt;
The current possible Fax Responders are listed below.&lt;br /&gt;
* USCM High Command (75 Hours in Command Roles. 25 Hours in MP Roles.)&lt;br /&gt;
* USCM Provost Office (75 Hours in Command Roles. 75 Hours in MP Roles.)&lt;br /&gt;
* W-Y (75 Hours in Corporate Roles.)&lt;br /&gt;
* Colonial Marshal Bureau (25 Hours in Command Roles. 75 Hours in MP Roles.)&lt;br /&gt;
* UPP High Command (75 Hours in Command Roles.)&lt;br /&gt;
* TWE Imperial Command (75 Hours in Command Roles.)&lt;br /&gt;
* CLF Command (75 Hours in Command Roles.)&lt;br /&gt;
* Free Press (25H Civil Roles)&lt;br /&gt;
&lt;br /&gt;
Command roles consist of the CO, XO, SOs and the ASO.&lt;br /&gt;
&lt;br /&gt;
Civil Roles currently only include the Combat Correspondent.&lt;br /&gt;
&lt;br /&gt;
MP Roles consist of the CO, CMP, Warden and MPs.&lt;br /&gt;
&lt;br /&gt;
== Duties == &lt;br /&gt;
-----&lt;br /&gt;
As a Fax Responder your sole duty is to answer faxes sent to the faction you are representing. In this role, except when staff yourself, you are not answering for yourself but on behalf of the CMSS13 Staff Team.&lt;br /&gt;
&lt;br /&gt;
You are expected to play the part of an aide-de-camp to the local authority of the faction you are representing. For example, responding to faxes as &amp;quot;1st Lieutenant John Barlow, on behalf of Colonel Robert Grey.&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Supervisors and your Authority == &lt;br /&gt;
-----&lt;br /&gt;
You answer directly to any member of CM Staff online at the time. In circumstances where there are no staff online you are expected to behave as if there are, your actions within this role will be closely monitored.&lt;br /&gt;
&lt;br /&gt;
=== What can I do? ===&lt;br /&gt;
-----&lt;br /&gt;
As a Fax Responder you have a large amount of authority by nature of the position you are in. You are expected to wield that authority responsibly, and not to hinder/mess with the round flow.&lt;br /&gt;
*Ahelp if you receive any faxes that you believe require staff attention (E.g. CO Arrest requests or faxes that indicate major Marine Law issues with MPs)&lt;br /&gt;
&lt;br /&gt;
Below is a list of some things you can do, but this list is not inclusive of all possibilities.&lt;br /&gt;
==== All Factions ====&lt;br /&gt;
*Answer relevant faxes sent to your fax machine.&lt;br /&gt;
**Speak with other fax responders, where appropriate, regarding faxes sent to the wrong place.&lt;br /&gt;
**It may be in the interest of some factions to report, or not report, potentially suspicious activity to the USCM.&lt;br /&gt;
***Unless you are informed otherwise, people faxing about betraying the USCM are to be assumed as acting without staff approval and this is generally discouraged.&lt;br /&gt;
*Ask for, and respond to, status reports regarding the operation from your faction members.&lt;br /&gt;
&lt;br /&gt;
==== W-Y ====&lt;br /&gt;
*Give the Liaison some non-antag objectives.&lt;br /&gt;
**Collect X from the colony.&lt;br /&gt;
**Interview Survivor X or Officer Y.&lt;br /&gt;
**Get person X to sign an NDA.&lt;br /&gt;
&lt;br /&gt;
==== USCM High Command ====&lt;br /&gt;
*The High Command fax responder is not a Provost representative, and usually should not be handling appeals/marine law.&lt;br /&gt;
*You may Approve/Deny CO arrest orders.&lt;br /&gt;
**This &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;must&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; be left for staff to handle if there are any online. Please ahelp to bring these faxes to staff attention.&lt;br /&gt;
**In the absence of staff you must defer to the Provost responder if there is one.&lt;br /&gt;
*You may approve transferring marine personnel into the custody of the Colonial Marshals in regards to blackmarket investigations.&lt;br /&gt;
&lt;br /&gt;
==== USCM Provost ====&lt;br /&gt;
*Answer appeal requests so long as they are written appropriately.&lt;br /&gt;
**Members of the CLF arrested and placed into permanent confinement due to their allegiance may not be released without express staff permission, in which case the staff member should be sending the fax directly.&lt;br /&gt;
*You may Approve/Deny CO arrest orders.&lt;br /&gt;
**This &#039;&#039;&#039;&amp;lt;u&amp;gt;&#039;&#039;must&#039;&#039;&amp;lt;/u&amp;gt;&#039;&#039;&#039; be left for staff to handle if there are any online. Please ahelp to bring these faxes to staff attention.&lt;br /&gt;
*You may approve transferring marine personnel into the custody of the Colonial Marshals in regards to blackmarket investigations.&lt;br /&gt;
&lt;br /&gt;
==== UPP/TWE/CLF ====&lt;br /&gt;
*Faxes to these factions are rare outside of events, and you should not expect many faxes during a standard round.&lt;br /&gt;
*Receipt of faxes by these factions, or W-Y, that are indicative of someone wanting to betray the USCM or otherwise represent actions/behaviors that are against the interests of the USCM should typically be reported to USCM HC or the USS Almayer CIC.&lt;br /&gt;
**You may choose not to report these faxes at your discretion, but without staff approval this sort of behavior should not be encouraged.&lt;br /&gt;
&lt;br /&gt;
== Workspace ==&lt;br /&gt;
-----&lt;br /&gt;
All fax responders have identical offices, with some minor differences for W-Y.&lt;br /&gt;
&lt;br /&gt;
[[File:FaxResponseOffice.png]]&lt;br /&gt;
&lt;br /&gt;
All offices include the following;&lt;br /&gt;
# A fax machine that authenticates all messages sent from it as from a High Command source.&lt;br /&gt;
# A rotary telephone.&lt;br /&gt;
# A paper bin and five folders.&lt;br /&gt;
# Camera and Health monitor consoles.&lt;br /&gt;
# Colored pens and stamps.&lt;br /&gt;
# Two filing cabinets.&lt;br /&gt;
# A food vendor.&lt;br /&gt;
== Your Tools == &lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Camera Console&#039;&#039;&#039; is your way of seeing what&#039;s going on in the round. You have access to all USS Almayer cameras, and any helmet-mounted cameras.&lt;br /&gt;
* Your &#039;&#039;&#039;Radio&#039;&#039;&#039; is another way to listen in to round proceedings. You &#039;&#039;&#039;&amp;lt;u&amp;gt;must not&amp;lt;/u&amp;gt;&#039;&#039;&#039; use the radio to talk to the ship at &#039;&#039;&#039;&amp;lt;u&amp;gt;any time&amp;lt;/u&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* Your &#039;&#039;&#039;Telephone&#039;&#039;&#039; can be used to speak with other people answering faxes in circumstances where this is appropriate.&lt;br /&gt;
** Whilst your phone &#039;&#039;can&#039;&#039; call the USS Almayer or any phones assigned to your faction this &amp;lt;u&amp;gt;should not&amp;lt;/u&amp;gt; be done outside extremely rare cases as your primary mode of contact should always be your authenticated fax machine.&lt;br /&gt;
* The &#039;&#039;&#039;Health Monitor&#039;&#039;&#039; can be used to see the status of all &#039;&#039;&#039;USCM Personnel&#039;&#039;&#039; and any personnel of your own faction. (When not playing a USCM responder)&lt;br /&gt;
&lt;br /&gt;
== Skillset ==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|intel=2&lt;br /&gt;
|firearms=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|engineering=1&lt;br /&gt;
|leadership=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|overwatch=1&lt;br /&gt;
}}&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Whiteout&amp;diff=40147</id>
		<title>Whiteout</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Whiteout&amp;diff=40147"/>
		<updated>2026-01-15T23:31:57Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #C4B39C&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = DEATHSQUAD&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = Whiteout_TEAM_LEADER.png&lt;br /&gt;
|jobtitle = Whiteout Units&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Weyland-Yutani High Command&lt;br /&gt;
|duties = Execute Whiteout Protocol, eliminate all life and evidence of infestation.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = All assets onboard are to be liquidated with expediency unless otherwise instructed by Weyland Yutani personnel holding the position of Director or above.&lt;br /&gt;
}} {{Tocright}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Priority one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Insure return of organism for analysis.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;All other considerations secondary.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Crew expendable.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
MOTHER&#039;s order directives - &#039;&#039;Alien&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whiteout&#039;&#039;&#039; are an elite black-ops fire-team owned and operated by W-Y High Command. They are equipped with state-of-the-art weaponry and armor, &#039;&#039;&#039;tasked with only the most dangerous of missions&#039;&#039;&#039;.&lt;br /&gt;
=Overview=&lt;br /&gt;
Whiteout Units are advanced, AI-operated combat droids developed and deployed by W-Y High Command for one singular purpose: total sanitization. Their deployments are rare, deadly, and absolute. Built with cutting-edge synthetic intelligence, these droids execute corporate directives without hesitation, mercy, or deviation.These machines are not bound by human ethics or battlefield conduct, they are tools of corporate sterilization, deployed only when all other containment protocols have failed. Whether it be silencing witnesses, destroying research stations, or eradicating alien bio-threats, Whiteout Units are the final answer. Unlike most other responders that can be spawned via an answered distress beacon from [[USS Almayer]]&#039;s command, the Whiteout can only be spawned via the intervention of an administrator on the server.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When deployed, the Units&#039; objectives might vary, although the most common objective handed out by W-Y High Command is to contain an outbreak of Alien activity by mercilessly [[Marines|killing everyone o]][[Aliens|n the USS Almayer]]; xenos or humans. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039; &amp;quot;Clause 88c of your employment agreement has come into effect.&amp;quot; &#039;&#039; - Whiteout Unit&lt;br /&gt;
&lt;br /&gt;
Depending on the actions of the [[Corporate Liaison]] on board the ship before the Whiteout are deployed, the Whiteout Units might receive an additional objective to either extract the Liaison back to safety or kill them alongside the Marines and Aliens on board the ship. Depending on how the round develops, additional objectives might be given to the Whiteout in the form of retrieving important items, capturing and containing live Aliens for further research, extracting an important VIP, etcetera. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039; &amp;quot;There is no escape.&amp;quot; &#039;&#039; - Whiteout Unit&lt;br /&gt;
&lt;br /&gt;
As one of the squad members of the Whiteout, expect a steamroll-kind of gameplay. Simply put, guns blazing. Remember that a squad of Whiteout Units is better than one Unit getting pinned down during a firefight. You have [[Marine Equipment#Military Armor|very strong armor]] to withstand a lot of damage so make use of it. Not only that, you also have [[Marine_Equipment#PMC.2FCommando_Equipment|special rifles and revolvers]] to mercilessly bring any human down in just one burst. For the case of Xenos however, do exercise caution, as they&#039;ll pin you down and pick you off one by one. Remember that you have a strong gun and armor to take out the lesser aliens alone, as for the stronger ones, you&#039;ll need your squad to take those down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the extremely dangerous nature of the W-Y Whiteout Units&#039; operations, the armorers at the company supply them with some of the most powerful gear that money can afford, shown below:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Standing Orders=&lt;br /&gt;
As a &#039;&#039;&#039;Whiteout Unit&#039;&#039;&#039;, you answer only to &#039;&#039;&#039;[[Lore_Home#Weyland-Yutani|Weyland Yutani]]&#039;&#039;&#039; and them alone. The primary objective of the Whiteout Units is to exterminate all personnel and aliens on board the [[USS Almayer]] with extreme prejudice. Marines, command, xenos, survivors, other responders; all of them are not exempt from the wrath of a Whiteout Units battle rifle. The secondary objective of the Whiteout Units is to either extract or kill the [[Corporate Liaison]] stationed on the USS Almayer, depending on the actions of the Liaison throughout the round and if he remained a loyalist to the company or not. Depending on what has occurred in the round, a tertiary objective might be given; what this objective is depends on what the administrator requires of you.&lt;br /&gt;
&lt;br /&gt;
=Whiteout Roles=&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#C4B39C;&amp;quot; width=200 |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#C4B39C;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiteout_TEAM_COMBAT_UNIT.png|64px]]&amp;lt;br&amp;gt;Whiteout Team Combat Unit [[File:WHITEOUT_COMBAT_UNIT_ICON.png]]&lt;br /&gt;
|A heavily armed and armored W-Y combat droid designed for high-risk extermination operations under the Whiteout Protocol. Outfitted with the M7X Apesuit, reinforced M7X helmet, gauntlets, and greaves, and powered by an internal android powerpack, this synthetic unit is engineered for resilience and operational endurance. Armed with a [[Non-USCM Equipment#M41A/2 pulse rifle|M41A/2 Pulse Rifle]] and the [[Non-USCM Equipment#Flammenwerfer 3 Heavy Incineration Unit|Flammenwerfer 3 Heavy Incineration Unit]], it is fully equipped to eliminate both biological threats and entrenched resistance with brutal efficiency.&lt;br /&gt;
&lt;br /&gt;
Deployed as part of a coordinated Whiteout fireteam, this unit operates with mechanical precision to fulfill any directive issued by W-Y High Command. All personnel deemed expendable are to be neutralized, and any survivors are to be &#039;&#039;&#039;exterminated&#039;&#039;&#039;. No trace of the operation or the infestation is to remain.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|overwatch=1&lt;br /&gt;
|execution=1&lt;br /&gt;
|leadership=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiteout_TEAM_SUPPORT_UNIT.png|64px]]&amp;lt;br&amp;gt;Whiteout Team Support Unit [[File:WHITEOUT_TEAM_SUPPORT_ICON.png]]&lt;br /&gt;
|The support unit of the Whiteout Team, designated for battlefield sustainment and rapid mechanical triage. Outfitted with the M7X Apesuit system, including the M7X helmet, gauntlets, greaves, and an integrated combat android powerpack, this synthetic is optimized for field durability and support under fire. Armed with a [[Non-USCM Equipment|M39B/2 Submachinegun]] and a [[Non-USCM Equipment#Flammenwerfer 3 Heavy Incineration Unit|Flammenwerfer 3 Heavy Incineration Unit]] for close-quarters threat elimination, it is more than capable of defending itself and its team.&lt;br /&gt;
&lt;br /&gt;
Equipped with maintenance tools such as nanopaste, cable coils, SMART Synth Reset Key,  and a industrial blowtorch, the Support Unit is responsible for the immediate repair and restoration of allied synthetics on the field. Its primary directive is to maintain full operational capacity of the fireteam at all times. They are also equipped with a elite field revival kit for the lucky ones exempt from the purge.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|overwatch=1&lt;br /&gt;
|execution=1&lt;br /&gt;
|leadership=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiteout_TEAM_CLOAKER_UNIT.png|64px]]&amp;lt;br&amp;gt;Whiteout Team Cloaker Unit [[File:WHITEOUT_CLOAKER_ICON.png]]&lt;br /&gt;
|A specialized infiltration and elimination unit deployed as part of the Whiteout Team, they are outfitted with the advanced M7X Mark II Apesuit and helmet system, an upgraded model equipped with a reverse engineered optical camouflage powerpack derived from Yautja stealth technology. This cutting-edge system allows the unit to cloak its movements and strike from concealment, bypassing most conventional defenses.&lt;br /&gt;
&lt;br /&gt;
Armed with the [[Non-USCM Equipment#M42C anti-tank sniper rifle|M42C Anti-Tank Sniper Rifle]] and supported by a [[Non-USCM Equipment#M39B/2 submachinegun|M39B/2 Submachinegun]], they are engineered for long-range precision elimination of high-priority targets and hardened threats. Designed for solo penetration or coordinated ambushes alongside the Whiteout fireteam, They functions as both assassin and forward scout.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|overwatch=1&lt;br /&gt;
|execution=1&lt;br /&gt;
|leadership=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiteout_TEAM_LEADER.png|64px]]&amp;lt;br&amp;gt;Whiteout Team Leading Unit [[File:WHITEOUT_TEAM_LEADER_ICON.png]]&lt;br /&gt;
|The command unit of the Whiteout Team is built to lead its android counterparts with calculated precision and unwavering compliance. Outfitted with the standard M7X Apesuit, reinforced helmet, gauntlets, greaves, and supported by a combat-rated android powerpack, they are functionally identical to its subordinates in combat capacity, but elevated in authority.&lt;br /&gt;
&lt;br /&gt;
Armed with the [[Non-USCM Equipment#M41A/2 pulse rifle|M41A/2 Pulse Rifle]] and equipped with a [[Non-USCM Equipment#VP78|VP78]] with rubber,normal and incendiary Bullets, the Leading Unit is tasked with interpreting and executing W-Y High Command’s directives with absolute fidelity. It coordinates team movement, prioritizes targets, and ensures mission completion without deviation or delay.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=3&lt;br /&gt;
|jtac=4&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|overwatch=1&lt;br /&gt;
|execution=1&lt;br /&gt;
|leadership=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=40146</id>
		<title>W-Y</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=40146"/>
		<updated>2026-01-15T23:31:42Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:W-YLogoC.png]]&lt;br /&gt;
= THE COMPANY=&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
W-Y also known as &amp;quot;the Company&amp;quot;, has a wide range of business. This includes dealing with high-tech armaments, synthetic humanoids, spaceships, computer parts, terraforming equipment, and household appliances. They also offers shipping and receiving services, among other ventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following an aggressive expansion into terraforming new colonial world, W-Y secured  rights and privileges from the United States government. One of those privileges is the close relationship with the USCM. The Colonial Marines use corporate-supplied equipment in exchange for protecting and monitoring border colonies. This, however, does not mean that the interests of the company are aligned with the USCM. It is more accurate to say that W-Y considers the USCM a valuable, but still disposable, asset. This has led to an increasing amount of hostility between the two factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
W-Y has enough wealth and influence to hire private military contractors. These are highly trained mercenaries, generally ex-military veterans. They do black site protection detail, undertaking dangerous assignments, and otherwise supply W-Y with firepower in the absence of the USCM. They are compensated well for their services, and demand is always there. Rumors speak of even more well-equipped and well-selected military units within W-Y&#039;s employment, but that is not officially verified. The Company has refused to comment on it.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The formation of the mega-corporation W-Y came about, as a result of a prosperous merge of the Weyland Industries Company and the Yutani Bio-foundries Corporation. This happened in the early days of the formation of the Royal Empire of the Shining Sun. The two companies, each specializing in varying sections, fields and industries, suddenly had an unprecedented amount of knowledge, workforce and the financial/political backing from several of Earths governments, attempting to stimulate their economic strength. With this start, the company flourished, rapidly expanding it&#039;s market shares in medicine, armaments, weaponry, rocketry and more. Growing more and more powerful in terms of technological progress and economic prosperity. W-Y was soon to become the most prominent and widespread corporation on the planet. They started to acquire contracts and deals with military and governments from all nations, though reserving their best and most valuable contracted services to the 3WE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following the colonization of the Sol System and end of the Sol Campaign, also Operation Canton. W-Y quickly became a major power player, equal to that of the other major nations in existence. Their influence runs very deep within even the USCM, where they exert their influence and power with specific officers. These officers identity as pro-company interests or &#039;Songbirds&#039; as they are often called. It is rumored that various congressmen in the UA and parliament members in 3WE, are under the influence through bribes, by WY who seek to utilize their militaries and economic strengths to expand their own interests. An uneasy relationship however exists between the Third Fleet and W-Y, notably those stationed in the Neroid Sector under the Second Battlegroup. This tension is due to the number of USCM vessels vanishing, while attempting to support Company colonies, at the request of bribed higher authorities in the military. There have also been a number of incidents involving skirmishes between USCM and W-Y forces, which have been largely suppressed from the media, however the worst was reported to have seen 43 marines and 32 PMCs dead with over a few more hundred on both sides wounded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Contracted Colonies ==&lt;br /&gt;
LV-624 - The Colony Known as Lazarus Landing is a W-Y Archaeological site. Known for exploring ancient temples, these structures have been sighted on the surface of the colony, origin unknown. The Colony falls under the purview of the Special Research Division and is closed for unauthorized visitors at this time. The lush tropical climate makes for some interesting local fauna and flora, but is unfortunately the victim of an insect nuisance, the bugs making life sometimes hard on this colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== W-Y Corporate Office Ranking System ==&lt;br /&gt;
&lt;br /&gt;
This section should help new employees understand where they are within W-Y.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |Location Codes&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #c7c9cb; text-align: center; color: black;&amp;quot; |Lower [1st-30th Floor]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #F1E3A4; text-align: center; color: black;&amp;quot; |Upper [31st Floor or Above]&lt;br /&gt;
|- style=&amp;quot;border:solid darkslategray; border-width:2px 0 1px 0;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |Codes&lt;br /&gt;
! style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |[1X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |[2X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |[3X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |[4X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |[5X-X] &lt;br /&gt;
! style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |[6X-X]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border:solid darkslategray; border-width:0 0 2px 0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Special Services Division&amp;lt;br&amp;gt;(Spc Serv.) &lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Corporate Relations Division&amp;lt;br&amp;gt;(C.R.)&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Communications Division&amp;lt;br&amp;gt;(Comms.)&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;PMC Dispatch Division&amp;lt;br&amp;gt;(PMC Disp.)&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Research and Development Division&amp;lt;br&amp;gt;(R&amp;amp;D)&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Economics Division&amp;lt;br&amp;gt;(Eco.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XA-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Junior Executive &lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Junior Executive&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XB-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Executive&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XC-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Senior Executive&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XD-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Executive&lt;br /&gt;
Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Executive Specialist&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XF-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; | Spc Serv. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Executive Supervisor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XG-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Assistant Manager &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XH-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Division Manager &lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Division Manager&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XI-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Chief Executive &lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Chief Executive&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XJ-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Deputy Director&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Deputy Director &lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Deputy Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Deputy Director &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Deputy Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Deputy Director&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XK-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Director &lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Director&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Director&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border:solid darkslategray; border-width:2px 0 0 0;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |Seniority Codes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;[XX-L] Lower&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;[XX-M] Middle&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;[XX-S] Senior&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Upper 3B-M&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Upper&#039;&#039;&#039; stands for their &#039;&#039;&#039;Location Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3&#039;&#039;&#039; stands for their &#039;&#039;&#039;Division Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;B&#039;&#039;&#039; stands for their &#039;&#039;&#039;Job Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;M&#039;&#039;&#039; stands for the &#039;&#039;&#039;Seniority Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This person would be someone who works in the upper floors of the Corporate Offices. &lt;br /&gt;
&lt;br /&gt;
Their job title would be: &#039;&#039;&#039;Middle - Communications Junior Executive&#039;&#039;&#039; or &#039;&#039;&#039;Middle - Comms. Junior Executive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Note: Job Codes H and above are allowed to have personal assistants. They fall under the same Job Code, but their title will say assistant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== W-Y Divisions in Detail ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Special Services Division:&amp;lt;/b&amp;gt; This division is focused around sales, transportation, food, employment, disabilities, and the like. This is the division you want to fax when you don&#039;t see what you need in the description of other divisions. The everything else division if you will.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Corporate Relations:&amp;lt;/b&amp;gt; This division is focused around relations between factions. For example, keeping the UPP happy with &#039;gifts&#039; or tipping off the friendly CLF that there is a ship that needs to be liberated! These people are who you call for making sure the USCM don&#039;t find out about those secret basement experiments.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Communications Division:&amp;lt;/b&amp;gt; This division is focused around keeping communications up between all facilities and employees of W-Y. Have no service? You&#039;ll want to fax these guys- wait.. These people are who you call when a mysterious W-Y facility suddenly stops responding.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to their division.&lt;br /&gt;
*&amp;lt;b&amp;gt;PMC Dispatch Division:&amp;lt;/b&amp;gt; This division is focused around efficiently dispatching PMC teams out to requests. Have someone that really annoys you? Try asking these people. These people are who you call when you need to be safely escorted somewhere or need some data secured.&lt;br /&gt;
**You need to have a minimum of three years minimum in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Data and Research Division:&amp;lt;/b&amp;gt; This division is focused around W-Y data and research. Specifically escaped specimen or unnatural chemicals! Very sciency. These people are who you call when you find out something that could be profitable for W-Y through experiments or chemicals.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Economics Division:&amp;lt;/b&amp;gt; This division is focused around trading between factions. Economics, goods, and all that. Have someone offer to give you illegal black market goods for unmarked bills? You probably call up these guys.&lt;br /&gt;
**You need to have a minimum of two years in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
&lt;br /&gt;
== PMCs ==&lt;br /&gt;
W-Y PMCs are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. The tasks of the PMCs are never limited to one specific job and they are often deployed on &#039;shadow missions&#039;. Their deployment is often kept secret from the USCM to avoid conflict with the anti-corporate officers in the USCM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recruitment process largely consists of those who have personal contacts with higher W-Y employees, or those who have caught the eye of the superiors and been hand-picked. The superiors value abilities in the field and willingness to obey company directives, for a large sum of money, despite of their moral beliefs.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of W-Y&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful W-Y cruiser that patrols the outer edges of the Neroid sector. Under the directive of W-Y&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumors say that a W-Y Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ranks ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]]&amp;lt;br&amp;gt;Security Expert&lt;br /&gt;
| The Elite is the standard body of the PMCs. Handpicked or picked due to overdue favors, they are responsible for carrying out designated W-Y operations without question. Their equipment is superior to that of any national military and are organized in teams, done in order to effectively carry out the Company&#039;s wishes on a large scale.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Support Specialist&lt;br /&gt;
| The Support Specialist are either trained or recruited due to their superior abilities, providing friendly suppressive fire. They are the ultimate support force of the PMC teams, dispatched across company holdings in the galaxy. They are equipped with a smartgun and ensure the small, but elite team can carry out their mission regardless of what fire-power they may be suppressed by.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Medical Specialist&lt;br /&gt;
| The Medic is the standard frontline medically trained personal, they are responsible for the well-being of all PMC team members during an assigned mission. Their task is to ensure the team is in perfect health to carry out their job effectively and with the least casualties to prevent a unneeded loss of money.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]]&amp;lt;br&amp;gt;Elite Responder&lt;br /&gt;
| The Elite Responder is the precision scalpel of the PMC Force. They are the ultimate weapon when faced with a superior foe, to ensure the team can move in and perform their duty without fail. They are often equipped with powerful Anti-Material Rifles, which can easily kill any soldier, civilian, alien or politician in a single shot and will show no remorse or hesitation in doing so.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]]&amp;lt;br&amp;gt;Team Leader&lt;br /&gt;
| The Team Leader is in charge of the effectiveness and ensuring a mission success for the PMC Forces. They are the ultimate leaders and experts in how to move in quickly, do their job, and pull back without any issues. They hold the lives of their fellow PMCs in their hands, but will show no remorse in abandoning one for the success of mission, sake of the company or a heavy sum of money.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|UPP}}[[File:UPP_Patch.png|64px|link=UPP]]&amp;lt;br&amp;gt;Union of Progressive Peoples&amp;lt;/center&amp;gt;&lt;br /&gt;
| Despite the tensions between the governments of the UPP, TWE and USCM, W-Y occasionally deals with the UPP, supplying terraforming equipment, surveyors and mining equipment. There are a few instances of UPP selling W-Y colonies that the UPP find to be too costly to maintain, or unworthy the expense after they deplete natural resources. The rumour mill suggests that W-Y may be supplying the UPP with illegal combat synths, but no evidence has ever been found to support these rumours and are denied by W-Y Executives as merely a smear tactic.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|CLF}}[[File:CLF_Patch.png|64px|link=CLF]]&amp;lt;br&amp;gt;Colonial Liberation Front&amp;lt;/center&amp;gt;&lt;br /&gt;
| Entirely hostile towards the W-Y Company, the CLF have taken to especially targeting W-Y owned/operated colonies in their crusade to liberate the downtrodden of the USCM. W-Y have employed several PMC divisions to patrol space near their colonies and assets in the Neroid Sector, in an effort to minimize asset loss and potentially strike at the leadership of the CLF, hopefully in the process curbing further insurrection.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|W-Y}}[[File:USCM_Patch.png|64px]]&amp;lt;br&amp;gt;United Americas&amp;lt;/center&amp;gt;&lt;br /&gt;
| The USCM is the second largest customer of the Company, one that has a &amp;quot;special&amp;quot; relationship with the Company. The USCM is largely funded and outfitted by W-Y designs and weaponry. In return, the USCM assigns various smaller units and divisions to deal with Company requests, as a begrudging part of the many contracts and deals that the Company has wrangled the Government into signing over the years. This relationship is strained by occasional disappearances of Military personnel and assets.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|3WE}}[[File:3WE_Patch.png|64px|link=Three_World_Empire]]&amp;lt;br&amp;gt;Three World Empire&amp;lt;/center&amp;gt;&lt;br /&gt;
| The 3WE and W-Y enjoy the closest relation that the Company has. It being the birthplace of the Company and the fact that all Board Members and the CEO swear fealty to the Emperor. Although, this relationship is strained at times, when the Company causes issues with the USCM. Fortunately, the TWE is also in the line of ire of the USCM, but the Board have been summoned in front of the Emperor more than once to explain themselves and ordered to restore relations with USCM.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Lore_Home&amp;diff=40145</id>
		<title>Lore Home</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Lore_Home&amp;diff=40145"/>
		<updated>2026-01-15T23:31:29Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Welcome to the lore page!&#039;&#039;&#039;&#039;&#039; Here you can find the basic (and extra) lore of the server, and more will be added as time goes on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You shouldn&#039;t be editing this page unless it&#039;s to improve it visually or grammatically. If you&#039;re unsure about your edit talk with a wiki maintainer about it on the [https://discord.gg/5HDf3AS Discord] or through the [https://forum.cm-ss13.com/ forums].&#039;&#039;&#039;&lt;br /&gt;
______________________________________________________________________________________________________________&lt;br /&gt;
&lt;br /&gt;
= The Universe Today =&lt;br /&gt;
 &lt;br /&gt;
The year is 2182, three years after the disappearance of two Conestoga-class ships, the USS Sulaco and the responding USS Sephora. &#039;&#039;&#039;PMC&#039;&#039;&#039; forces responded to the incident, but reported back “no traces of either vessel or their occupants” to the &#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039; (USCM), only the smouldering, unrecognizable ruins of Hadley&#039;s Hope, a nearby colony. The USCM detachment who arrived a week later confirmed this claim.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The last few years almost a dozen worlds have gone dark, and several USCM detachments and garrisons have seemingly disappeared. Recruitment to the USCM has sharply dropped, and morale has plummeted, especially among the outer-rim colonies that depend on the USCM for protection from pirates and hostile nations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unknown to the vast majority of the human population, the &#039;&#039;&#039;Xeno Hive Alpha&#039;&#039;&#039; continues its gradual expansion across the galaxy. With little opposition standing in its way, this predatory species tears through the colonized worlds, leaving few survivors in its destructive wake. Many officials in the USCM and the United Americas (UA) levelled the blame at the &#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039; (UPP), fuelling the hatred between the two powerful space faring nations, and this sharp cultural and ideological divide continues to grow as the casualties mount.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
At the same time, many colonists have renounced their belief that the USCM can keep them safe. The &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; (CLF or FC) movement has ignited, leading many outer territory colonists and homesteaders to take up arms against their provisional government. Though taken lightly at first, the skinning and beheading of two Colonial Marshals by a crowd waving a Free Colonist banner have led the USCM to elevate their threat level to BRAVO.&lt;br /&gt;
&lt;br /&gt;
= Timeline =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is the &#039;&#039;&#039;current timeline of events&#039;&#039;&#039; in the CM-SS13 universe.  While inspired by the &#039;&#039;Alien&#039;&#039; Franchise, it takes place in a separate &amp;quot;branch&amp;quot; universe parallel to both the Aliens universe and our own.  All of this lore, is fictional.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width: 100%;&amp;quot;&lt;br /&gt;
!Year:&lt;br /&gt;
!Events Of That Year:&lt;br /&gt;
|-&lt;br /&gt;
|2051||&lt;br /&gt;
&lt;br /&gt;
* Terraforming begins on Earth&#039;s moon Luna, first headed by Joint Anglo-Japanese Corporation known as &amp;quot;W-Y&amp;quot;. Nations from around the globe will send their best and brightest families to establish colonies on the surface over the next 10 years, rapidly expanding as a flood of rare minerals are found beneath the planets surface drawing in a high demand for people seeking riches mining the surface and supporting the growing infrastructure required to maintain the mining efforts. In many ways it mirrors the Westward expansion of the United States in the 1800&#039;s, just more culturally separated as nations carve out their own slices of land. Still, things remain peaceful with no blood shed for many many years.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2075||&lt;br /&gt;
* The American based company Thiokol-Rockwell invents the first FTL Drive. &#039;&#039;&#039;[[W-Y]]&#039;&#039;&#039; in partnership with many other engineering business as well as Thiokol-Rockwell announces their intent to build ships with this engine to colonise planets beyond the Sol solar system.&lt;br /&gt;
|-&lt;br /&gt;
|2088:||&lt;br /&gt;
* After the joint venture in space colonisation which were led by both the British Weyland Corp and Japanese Yutani Corporation. The two parent nations of those corporations realised that a more permanent and closely linked partnership would be more beneficial to both parties. A union was declared by both the United Kingdom and Japan known as the Three World Empires. It consisted of many developing nations within Britain&#039;s sphere of influence as well as some former commonwealth nations, notably India and Australia.&lt;br /&gt;
|-&lt;br /&gt;
|2089:||&lt;br /&gt;
* Waypoint Station begins constructed in Earth orbit as an international project with even the Russian and Chinese participating in the effort. The station is to act as a checkpoint and hub for travel between Earth and the growing outer solar system colonies. Large cargo is still handled by individual countries in their own ways.&lt;br /&gt;
|-&lt;br /&gt;
|2101:||&lt;br /&gt;
* With the incredible growth of FTL travel colonisation has expanded beyond what had been expected. To protect their interests beyond the stars many governments look to forming their own Colonial Military Forces. The first is the United States of America, taking from the best of the United States current branches The National Security Act of 2101 establishes the &#039;&#039;&#039;[[USCM|United States Colonial Marines]]&#039;&#039;&#039; as a department of the Space Force. After initial recruitment their number would total 160,000 uniformed combat personal.&lt;br /&gt;
|-&lt;br /&gt;
|2104:||&lt;br /&gt;
* United Americas is formed, a NATO-like coalition of North, Central and South American nations.&lt;br /&gt;
|-&lt;br /&gt;
|2108:||&lt;br /&gt;
* In the desperation against the two superpowers gaining ever more economic power and influence, the remaining nations on earth such as the Russian Federation, China, Germany and France along with many other European nations officially join together to form the [[UPP|&#039;&#039;&#039;Union of Progressive Peoples&#039;&#039;&#039;]]. This act of desperation came to form the third and final major superpower in order to compete with UA and TWE.&lt;br /&gt;
|-&lt;br /&gt;
|2122:||&lt;br /&gt;
* The USCSS Nostromo goes missing near LV-426.&lt;br /&gt;
|-&lt;br /&gt;
|2134:||&lt;br /&gt;
* Sevastopol station comes online, two years behind schedule.&lt;br /&gt;
&lt;br /&gt;
* The Arikara-class patrol transport vessel is designed and begins manufacture for use by the USCM. 10 of these ships will be made in the next decade including the USS Almayer&lt;br /&gt;
|-&lt;br /&gt;
|2142:||&lt;br /&gt;
* W-Y start experimenting with newly discovered lifeforms. The experiments are performed on a select few high-security colonies, protected by PMCs. The other major factions are not briefed about this, and it is kept secret within W-Y management. For now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2159:||&lt;br /&gt;
*Hadley’s Hope colony is established on Acheron LV-426.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The Sol Campaign is the first major interstellar fought between the colonial government of Mars secretly backed by the UPP against UA and TWE forces. The Sol War is fought to overthrow the administrative grasp on the colony. The casualties remain unaccounted for, but a good guess was placed within double digit millions. It was a huge disaster by all accounts due to outdated military doctrine and inefficient political procedures. The war was the start of an increasing tension between UA and TWE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2164:||&lt;br /&gt;
*The M41A Pulse Rifle enters basic USCM service.&lt;br /&gt;
&lt;br /&gt;
* The Slaughter of Xibou takes place, leading to growing tensions in the colonies. USCM forces are deployed to Xibou and swiftly take down a colonial freedom fighter who was leading a colonial militia. He had convinced the colonies on the planet to declare their independence. The resulting massacre is largely covered up with official number of dead colonists tallying up to 258, when in reality thousands of non-violent civilians had been murdered. Back in the Sol systems no one notices, but this will eventually lead to the establishment of the [[CLF|&#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039;]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|2165:||&lt;br /&gt;
* Operation Canton is fought by the USCM against colonial secessionists attempting to join the UPP. Man power is drawn from other branches with the peak number of troops at any one time hitting 549,500 strong with over 9 million serving in total. Due to the Jungle climate and familiar danger and enemy tactics the conflict is nicknamed &amp;quot;Space Nam&amp;quot;. Fighting lasted five years and ended in a cease-fire between UPP and USCM. The main site of combat, a colony with the name of Canton suffered total destruction.&lt;br /&gt;
|-&lt;br /&gt;
|2171:||&lt;br /&gt;
* &#039;&#039;&#039;[[USS Almayer]]&#039;&#039;&#039; is christened and enters the service of the Third Fleet of the USCM.&lt;br /&gt;
|-&lt;br /&gt;
|2178:||&lt;br /&gt;
* USS Almayer is retrofitted. Upgrades included: sensor updates, implementation of the ARES AI system, expansion of troop capacity from 1 to 2 Platoons creating A Company, a rearrangement of the upper deck space with the addition of a Corporate Liaison Office, all engines being placed on the lower deck, new models of the UD-4 Dropship, Stocks of the M41 MK2 pulse rifle and M4RA Battle Rifles.&lt;br /&gt;
&lt;br /&gt;
* The Almayer is redeployed to begin patrolling Corporate funded outer-rim colonies in UA space along the Anglo-Japanese boarder.&lt;br /&gt;
|-&lt;br /&gt;
|2179:||&lt;br /&gt;
* Hadley’s Hope goes dark; USS Sulaco is sent to investigate and subsequently goes missing.  USS Sephora, dispatched to investigate the USS Sulaco, goes missing. The Fiorina 161 prison is decommissioned and eventually closed down.&lt;br /&gt;
|-&lt;br /&gt;
|2181||&lt;br /&gt;
* The Dust Raiders with their flagship the USS Alistoun withdraw from the Neroid Sector due to CLF attacks. This leaves the sector with no formal kind of protection which allows the Colonial Liberation Front to consolidate their forces.&lt;br /&gt;
|-&lt;br /&gt;
|2182:||&lt;br /&gt;
* A CLF base has been identified by UA Intelligence. The USS Almayer along side one other USCM warship is dispatched to eliminate the base on a remote colony. They devised an operation dubbed [[After_Action_Report_No.55|&#039;&#039;&#039;Operation Tychon Tackle&#039;&#039;&#039;]] to destroy the CLF base with a swift and decisive strike. However, the enemy was much more prepared than they had anticipated and suffered a lot more casualties than expected. This had nearly depleted the USS Almayer&#039;s supplies with First Platoon&#039;s marines taking too many casualties, leaving Second Platoon to take on their assignments.&lt;br /&gt;
&lt;br /&gt;
* [[Lore_Home|&#039;&#039;&#039;Current year.&#039;&#039;&#039;]]&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
= Factions =&lt;br /&gt;
=== United States Colonial Marines ===&lt;br /&gt;
[[File:USCM13.png|left|thumb|201x201px]]&lt;br /&gt;
[[File:USCM_Organization_Expanded.png|thumb|right]]&lt;br /&gt;
The USCM is divided into three overarching branches, called the Marine Space Forces: Sol, overseeing the core colonies and earth, the largest of the three; Eridani, operating among the Chinese and American colonised arms; Herculis, going through the Anglo-Japanese arms and the outer fringes. Each branch operates independently, but all are responsible for protecting American space territory and working together in that goal. There is also a fourth group, the Reserves, which is stationed mostly on earth and serves to reinforce the other branches. They have not seen any active use yet, but who knows what the future holds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marine Space Force, Herculis, Chinook 91 GSO station&#039;&#039;&#039; is a military space station in geosynchronous orbit around the colony world Georgia 525 (70 Ophiuchi A V), and is the headquarters for the Herculis branch of the USCM. Under its control are the 4th Colonial Marine Division, 4th Colonial Marine Brigade, 4th Aerospace Wing, and 1st Colonial Support Group of the USCM. Chinook 91 reports directly to O&#039;Neill station in Earth-Lunar space. Tithonis Mountain on Bernice 378 is another large garrison of USCM troops, such as the 1st Colonial Support Group, and there are more minor garrisons along the Anglo-Japanese arm. The &#039;&#039;&#039;2nd Company of the 2nd Battalion of the 4th Brigade&#039;&#039;&#039;, the &#039;&#039;&#039;Falling Falcons&#039;&#039;&#039;, and the &#039;&#039;&#039;USS Almayer&#039;&#039;&#039; are stationed in Herculis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For more information on the USCM head [[USCM|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Union of Progressive Peoples ===&lt;br /&gt;
[[File:UPP.png|thumb|left|300px]]&lt;br /&gt;
A wide-reaching and powerful socialist authoritarian state. The UPP acts as the political and ideological rival of the Royal Empire of the Shining Sun and the United Americas. Though they have a relatively large presence on Earth (particularly in the Eastern sphere), the UPP is also largely active in colonizing the frontier. While the United Americas have never engaged the UPP in an official war, hostilities broke out between a USCM Task Force and a UPP Expeditionary Force during Operation Canton in mid 2165. The engagement ended in a ceasefire. The reason was fears that the conflict would spread to the more densely populated Sol System. The incident greatly enraged many senior officials in the UPP, who viewed the battle of Canton as an attempt by the United States to annex UPP sovereign territory. &#039;&#039;“Such an insult (referring to Canton) can only be repaid in American blood. Mark my words, this will happen”&#039;&#039;, Kolonel Ganbaatar of the UPP Armed Forces was quoted saying in May 2168.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP maintains very little communication with those outside their borders and are highly territorial. Their inner workings are mostly a mystery.  &#039;&#039;&#039;For more information on the UPP head [[UPP|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Colonial Liberation Front ===&lt;br /&gt;
[[File:CLF.png|thumb|left|300px]]&lt;br /&gt;
The Colonial Liberation Front is a paramilitary group primarily located in the Neroid sector of Three World Empire space. Their stated goal is to secure the independence of all of the colonies in the Neroid sector. They are the largest and most active militant group pushing for the independence of the colonies. The United Americas&#039; and Three World Empire&#039;s governments classifies the CLF as a terrorist organization, with membership in the organization or providing financial or material support for the CLF being prosecutable offenses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For more information on the CLF head [[CLF|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== W-Y ===&lt;br /&gt;
[[File:CL.png|thumb|left|300px]]&lt;br /&gt;
Weyland Yutani (also known as &amp;quot;the Company&amp;quot;), has a wide range of business. This includes dealing with high-tech armaments, synthetic humanoids, spaceships, computer parts, terraforming equipment, and household appliances. They also offers shipping and receiving services, among other ventures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For more information on W-Y head [[W-Y|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Three World Empire ===&lt;br /&gt;
[[File:TWE.png|thumb|left|300px]]&lt;br /&gt;
The Three World Empire is the first among the three superpowered conglomerates consisting of the United Kingdom and Japan, as well as allied nations including India, Indonesia, and Australia. &lt;br /&gt;
The Empire is an economic and naval power-house in Sol. Being the first to colonize Sol on major planets such as Mars and Saturn&#039;s moon Titan, the TWE was able to become the first human state to reach beyond Sol and colonize the richest and most habitable planets. Like its predecessor of the British and Japanese Empires, the TWE fields the strongest and most technological space force allowing them to rule the stars unhampered with the support of W-Y even while locked in a cold-war with the communist superpower the UPP. Notably, the TWE was the foundation from which the dominant W-Y Corporation emerged, when the British Weyland Corp merged with the Japanese Yutani Corporation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For more information on the TWE head [[Three_World_Empire|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
=== Royal Empire of the Shining Sun ===&lt;br /&gt;
The Royal Empire of the Shining Sun is a powerful human empire formed in 2088 by the United Kingdom and Japan, along with several other emerging nations. Named after the two major powers that came together in royal marriage, the Empire is an economic and naval power-house in Sol. Being the first to colonize Sol on major planets such as Mars and Saturn&#039;s moon Titan, RESS was able to become the first human state to reach beyond Sol and colonize the richest and most habitable planets. Like its predecessor of the British and Japanese Empires, RESS fields the strongest and most technological space force allowing them to rule the stars unhampered with the support of Weyland-Yutani even while locked in a cold-war with the communist superpower the UPP. Notably, RESS was the foundation from which the dominant Weyland-Yutani Corporation emerged, when the British Weyland Corp merged with the Japanese Yutani Corporation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For more information on the RESS head [[RESS|here]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
===Military and other Organization Insignias===&lt;br /&gt;
====Patches====&lt;br /&gt;
=====USCM=====&lt;br /&gt;
{| style= &amp;quot;width:400px; border: 2px solid black;&amp;quot;&lt;br /&gt;
 ! Patch:&lt;br /&gt;
 ! Description:&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |[[File:Falling_Falcons_Patch.png|Falling_Falcons_Patch.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This patch is worn by the members of the Falling falcons brigade.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | [[File:USCM_Patch.png]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; | This patch is worn by the members of the United States Colonial Marines.&lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Survivor&amp;diff=40144</id>
		<title>Survivor</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Survivor&amp;diff=40144"/>
		<updated>2026-01-15T23:31:14Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MISC&lt;br /&gt;
|imagebgcolor = #cc9966&lt;br /&gt;
|img = Survivor.png&lt;br /&gt;
|jobtitle = Survivor&lt;br /&gt;
|difficulty = Very Hard&lt;br /&gt;
|superior = Yourself&lt;br /&gt;
|rank = N/A&lt;br /&gt;
|duties = Survive whenever possible by yourself or with other survivors.&lt;br /&gt;
|unlock = 5 hours as [[Squad Marine]], 5 hours as [[Hospital Corpsman]] and 5 hours as [[Combat Technician]].&lt;br /&gt;
|guides = [http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=14533 Xywenx00&#039;s Survivor Guide]&lt;br /&gt;
|description = You are a survivor of the attack on a corporate facility. You worked or lived in the colony/station, and managed to avoid the alien attacks... until now.&amp;lt;br&amp;gt;You are fully aware of the alien threat and are able to use this knowledge as you see fit.&amp;lt;br&amp;gt;You are NOT aware of the marines or their intentions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;quot;&#039;&#039;Hudson! This little girl survived longer than that with no weapons and no training&#039;&#039;.&amp;quot; ―Ripley to Hudson, &#039;&#039;Aliens&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You&#039;&#039;&#039; worked on a corporate facility, but after a routine excavation or diabolical experimentation, [[Aliens|strange creatures]] were awakened and began systematically hunting and capturing the populace. After sending a distress signal, the Administration went dark, you were left alone, afraid, and in the dark. Your job now is &#039;&#039;&#039;to survive until help arrives.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Your Knowledge =====&lt;br /&gt;
As expected to survive against the Alien infestation first-hand, a survivor is allowed to have an additional level of information, these being:&lt;br /&gt;
&lt;br /&gt;
* You &#039;&#039;&#039;do&#039;&#039;&#039; know what happened to the colony/station and their Alien presence there (You get to make the story here!).&lt;br /&gt;
* You &#039;&#039;&#039;may or may not&#039;&#039;&#039; know that there may be other potential survivors with you.&lt;br /&gt;
* You &#039;&#039;&#039;do not&#039;&#039;&#039; know the Marines are coming to the planet/station, their intentions, their personnel or their equipment, but you &#039;&#039;&#039;do&#039;&#039;&#039; know a distress signal was sent out.&lt;br /&gt;
&lt;br /&gt;
==== Your Goal ====&lt;br /&gt;
&lt;br /&gt;
As a Survivor your main goal is to &#039;&#039;&#039;survive&#039;&#039;&#039; against the Alien infestation that has affected the colony/station you are on. This is a difficult task that is next to impossible, but plausible. &lt;br /&gt;
&lt;br /&gt;
=====Tactics=====&lt;br /&gt;
&lt;br /&gt;
As a Survivor your best bet is to group up with others and hunker down in a secluded area with minimal openings, that can be well fortified. You need to gather materials and supplies very quickly. Time is your friend, the longer you take, the lower your odds of survival are. &lt;br /&gt;
&lt;br /&gt;
Some basic points to increase your chances are:&lt;br /&gt;
&lt;br /&gt;
* Group up with any others in the area, the more people you are with, the more likely you are to survive.&lt;br /&gt;
* You should grab a medical dispenser and drag it back to a powered area to grab meds for yourself and others. &lt;br /&gt;
* Getting power up is a very helpful tool for yourself in the long run; it gives you light, charges APC’s, and powers doors. &lt;br /&gt;
* Gather weapons and ammo from any security department on the colony. Carry backpacks to create a stockpile/surplus of ammo. &lt;br /&gt;
* The engineering department is a helpful place for TWO reasons: Power and Materials. &lt;br /&gt;
* When all hope is lost, remember, the locker is your best friend. Sometimes it can hide you in the most desperate times. &lt;br /&gt;
* Always shock doors and be sure to collect Insulated Gloves. &lt;br /&gt;
&lt;br /&gt;
[[File:Locker.png|25px]] [[File:Annotation 2020-07-31 121208.png|50px]] [[File:Annotation 2020-07-31 122108.png|40px]]&lt;br /&gt;
&lt;br /&gt;
=====Fortifying an Area=====&lt;br /&gt;
&lt;br /&gt;
Finally when you decide to hold out and secure an area it should follow two schools of thought: how manageable it is, and how accessible it is. &lt;br /&gt;
&lt;br /&gt;
When you choose an area it should be hidden and sectioned off from the key areas of the map. It should consist of an easy escape route and at least two entrances. It should be minimal and have a few fall-back locations. &lt;br /&gt;
&lt;br /&gt;
Your area should be easily securable. Doors should always be shocked and barricades need to be put up at a steady pace. Windows need to be your FIRST priority to secure, walls second. Runner and Lurkers will constantly harass you, be quick with your work. Time is of the essence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Roleplay Possibilities ====&lt;br /&gt;
As a Survivor, you have many roleplay possibilities, you start with a random role that anyone would find in a map as well as a random roleplay background to start with, but remember to act within the knowledge of whatever archetype you decide to come up with! Some roles are:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
* Standard Colonist&lt;br /&gt;
* Colonial Marshal&lt;br /&gt;
* Security Member&lt;br /&gt;
* Chef&lt;br /&gt;
* Archaeologist&lt;br /&gt;
* Colony Engineer&lt;br /&gt;
* Colony Doctor&lt;br /&gt;
* Colony Chaplain&lt;br /&gt;
* Scientist&lt;br /&gt;
* Salesman&lt;br /&gt;
* Prisoner&lt;br /&gt;
* Gang Leader&lt;br /&gt;
* Trucker&lt;br /&gt;
* Miner&lt;br /&gt;
* Amnesiac&lt;br /&gt;
* W-Y Colony Liaison&lt;br /&gt;
* Colony Synthetic (If Synthetic whitelisted)&lt;br /&gt;
* FORECON Commanding Officer (If CO whitelisted on Chances Claim - LV-522)&lt;br /&gt;
* New Varadero Commander (If CO whitelisted on New Varadero)&lt;br /&gt;
* CMB Marshal (If CO whitelisted on Solaris Ridge)&lt;br /&gt;
* PMC Field Operations Leader (If CO whitelisted on Solaris Ridge + PMC nightmare insert)&lt;br /&gt;
* Colonial Liberation Front Coordinator (If CO whitelisted + CLF nightmare insert)&lt;br /&gt;
* Imperial Armed Space Force (IASF) Commander (if CO whitelisted + Hybrisa Prospera nightmare insert)&lt;br /&gt;
&lt;br /&gt;
=====Nightmare Inserts=====&lt;br /&gt;
* Colonial Liberation Front (30% chance to roll on LV-624, 10% on every other map excluding Chances Claim - LV-522)&lt;br /&gt;
* W-Y PMCs (Solaris Ridge nightmare insert)&lt;br /&gt;
* Union of Progressive Peoples, 173rd Airborne Reconnaissance Company, 2nd Platoon (Trijent Dam nightmare insert)&lt;br /&gt;
* Union of Progressive Peoples, SOF 121st Special Reconnaissance Detachment (Sorokyne Strata nightmare insert)&lt;br /&gt;
* Third World Empire Imperial Armed Space Force, Paratrooper Regiment (Hybrisa Prospera nightmare insert)&lt;br /&gt;
* W-Y Corporate Security Detail, including 1-2 Corporate Liaisons (LV-624 nightmare insert)&lt;br /&gt;
* Riot in progress, Colonial Marshal, CMB Riot Officer, United America&#039;s Riot Response + 2 synthetic survivor loadout, UA Police Synthetic and CMB Synthetic (Fiorina Science Annex insert)&lt;br /&gt;
* Panic Room (Corporate Assistant Manager, W-Y Commando, Shivas Snowball insert)&lt;br /&gt;
&lt;br /&gt;
===== FORECON Commanding Officer =====&lt;br /&gt;
If you have the Commanding Officer whitelist, and the map is LV-522 Chances Claim, you are able to spawn as the FORECON CO. You adhere to the rules regarding your whitelist, alongside some additional ones. Henceforth, FORECON CO will be referred too as the &#039;recovered CO&#039;. Additionally, you spawn with the standard CO .454 Mateba, and have access to all of the conventional skills of a USCMC Commanding Officer. For more information on your privileges as a recovered Commanding Officer, please check the [[Commanding Officer]] page, alongside the [https://forum.cm-ss13.com/t/commanding-officer-code-of-conduct/697#p-1745-guest-commanders-their-rights-14 Guest Commander Rights] on the [https://forum.cm-ss13.com/t/commanding-officer-code-of-conduct/697 Commanding Officer Code of Conduct] page - or with your respective whitelist council.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reminder:&#039;&#039;&#039; While you are fearful or shell-shocked from the aftermath of the Alien invasion, [https://cm-ss13.com/forums/showthread.php?3705-Hostile-Survivors-are-no-longer-permitted-11-6-19 you are NOT permitted to be hostile to the USCM and W-Y nor pretend you are friendly and betray them afterward]. You CAN be hostile towards the USCM but not other survivors if you are [[the Colonial Liberation Front]], but you still cannot pretend to be friendly and betray later.&lt;br /&gt;
&lt;br /&gt;
====Your Skillset====&lt;br /&gt;
Due to how the survivor&#039;s skillset is randomized upon their given backstory, they won&#039;t have a skillset table like the other jobs.&lt;br /&gt;
&lt;br /&gt;
You can learn more about the [http://cm-ss13.com/wiki/The_Skill_System skill system, here].&lt;br /&gt;
&lt;br /&gt;
==== Additional Information ====&lt;br /&gt;
* Survivors lack USCM ID cards, meaning that you wont be able to access doors in the Almayer, if you do make it to the ship, ask somebody who can give you a proper ID card.&lt;br /&gt;
* Depending on the survivor class you picked, you&#039;ll likely spawn in with only a pistol or a weak bolt action, as such its nescescary to find a better replacement like a shotgun and buckshot which are scattered around maps.&lt;br /&gt;
* You also start with a crowbar, survival pouch, 20 sheets of metal/plasteel, and a loaded tool pouch. The crowbar will be useful for getting through the many unpowered airlocks around the colony and the metal sheets is useful for creating essential barricades.&lt;br /&gt;
* Sticking with other survivors can greatly increase your chance of survival.&lt;br /&gt;
* Find and use a short-wave radio, one can usually be found in the Engineering areas. This will let you contact other survivors, and maybe be overheard by the marines, most of the time you spawn with one in your survival pouch so looking for one is not necessary.&lt;br /&gt;
* The [[Guide_to_Engineering|Engineering Guide]] in general will be useful for securing/powering an area with your tools and metal, should you choose not to try and hide in a locker.&lt;br /&gt;
* Use a screwdriver on your flashlight to turn it into a Rail Flashlight which is brighter than a regular flashlight and attach it to your shotgun.&lt;br /&gt;
* At the start of a round, every second is important and time is not your friend. Move as fast as you can to gather supplies, barricade, or find other survivors while the Alien threat is still all just larva.&lt;br /&gt;
* By cutting the proximity sensor and motor speed override cables on doors, you can close them on xenos and stun them.&lt;br /&gt;
&#039;&#039;&#039;Further Reading&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [https://forum.cm-ss13.com/t/a-survivors-guide-to-chances-claim-lv-522/10573 &amp;lt;nowiki&amp;gt;A Survivor’s Guide to Chances Claim [LV-522]&amp;lt;/nowiki&amp;gt;] by unknown920, FXF/Tristan Quilt. Only covers survivor gameplay on Chance&#039;s Claim, which can be somewhat different to survivor gameplay on other maps, due to the survivors being Forward Reconnaissance (FORECON) marines, and thus having access to much more advanced weaponry than the average survivor has, even if they are separated from this gear at round start.&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hyperdyne_Systems&amp;diff=40143</id>
		<title>Hyperdyne Systems</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hyperdyne_Systems&amp;diff=40143"/>
		<updated>2026-01-15T23:30:52Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:Hyperdyne_Systems_Patch.png]]&lt;br /&gt;
= Hyperdyne Systems=&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
== Overview == &lt;br /&gt;
The S Company Hyperdyne Systems (The Company), formerly Cyberdyne Systems prior to the Zeria Company merger of 2068, is a leading competitive synthetic, HAL, and fabrication-firearm production company. Hyperdyne is a bleeding-edge synthetic manufacturing giant, directly competing with its sole significant rival, the W-Y Corporation. Despite a myriad of scandals, including but not limited to the Hyperdyne Militia occupation of the Democratic Republic of the Congo over its cobalt mines and the unfortunate fatalities resulting from malfunctioning leg actuators on the Hyperdyne 129-2 Synthetic Series, Hyperdyne remains a dominant powerhouse in the tech industry.&lt;br /&gt;
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== Early Company Inception ==&lt;br /&gt;
Cyberdyne Systems began as a manufacturing corporation in the town of Sunnyvale, California, United States of America. Founded during the early 1980s by Yoshiyuki Sankai, a former professor at the University of Tsukuba, Cyberdyne Systems produced computers, processors, and small parts for high end electronics. In mid-1984, Cyberdyne began developing radical breakthrough technology that led to the prototyping and development of exo-frames such as the HAL (Hybrid Assistive Limb) robotic exoskeleton. By late 1984, Cyberdyne was leading the field in biomedical and biotechnical research &amp;amp; development. In early 1997 the first HAL system hit the global markets and became an overnight success in the global manufacturing sector. Using this capital, Cyberdyne worked towards integrating their exoskeletal haptic systems and interests in biomedical technologies into a multi-corporation collaboration titled Project Replicant. &lt;br /&gt;
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In 2012, Cyberdyne and the Tyrell Corporation partnered together and merged their smaller partners to advance Project Replicant, producing the first bioengineered humanoid, called the Nexus-Series Replicant. Resulting mutual growth of the Tyrell corporation and Cyberdyne helped keep Cyberdyne competitive in the face of the burgeoning market share of the recently founded Weyland Corporation. This fortuitous partnership lasted until the 2022 Blackout Incident that resulted in severe human casualties, the recall and outlaw of replicants, the abdication of the now 103-year-old Yoshiyuki Sankai’s presidency, and the appointment of Henry Cornelius Dal to the positions of President and CTO of Cyberdyne Systems.&lt;br /&gt;
&lt;br /&gt;
== Company Midlife ==&lt;br /&gt;
Despite the losses incurred by the Blackout Incident and the violent advancement of the Weyland Corporation’s market strategy, The Company under President Dal saw renewed success with the rising trend in advanced smart technologies and home synthetics. Following the success of the Weyland Corporation’s David-series android synthetics and Borgia Industries’ human-core synthetic exosuits used in Neonopolis in the 2030s, Dal devised a long-haul strategy to leverage small partnership acquisitions and integrate advanced quantum chips and systems produced by Cyberdyne to create their first full line of android synthetics. This vertical integration strategy permitted development of some of the highest-end luxury synthetics of the late 21st century, spearheaded by the highly popular 118-Series, and firmly established Cyberdyne Systems synthetics as a cutting-edge alternative to Weyland models.&lt;br /&gt;
&lt;br /&gt;
While this strategy worked well for many years and saw the market share of Cyberdyne systems take over 41 percent of the total synthetic market between the years of 2040-2063, President Dal had his eyes set on even loftier goals. In 2067, Dal began his final steps for planning his succession and the future of the company. Leveraging hidden stock holdings, Henry Dal orchestrated a hostile takeover of the advanced artificial intelligence manufacturer Zeria Company, and by 2068 the merger of the two companies was complete. The resultant conglomerate reorganized under the Hyperdyne Systems name of today.&lt;br /&gt;
&lt;br /&gt;
== The dawn of 2099 and Hyperdyne Systems Today ==&lt;br /&gt;
Following the merger of Cyberdyne and Zeria, Henry Dal stepped down from his role of President and CTO, and promoted the grandson of Yoshiyuki Sankai, Konjiro Sankai to be the new President and CTO in late 2069. With the instruction and mentorship of the former President, Konjiro moved forward with the rapid prototyping and development of their recently acquired AI technologies. From this research phase, some of the most advanced tools and systems known today were created. By 2075, the first advanced blue-light optical fabricators hit the market to resounding success and in the following year the first iteration of hyperpulse information transfer became widely available. This permitted trivially replicable parts and prints to be manufactured at a fraction of the price compared to that of conventional manufacturing systems. In 2087, the first lines of Hyperdyne synthetics with quantum-state AI chips for higher level function hit the market. This opened up new possibilities for research assistance aboard science outposts and research vessels exploring the inner systems. The following year, motivated by harsh Interstate Commerce Commission regulations imposed on Hyperdyne by the Weyland-backed Three-World Empire, The Company began to secretly funnel cheap self-assembly fabricators and firearms files to separatists and smugglers in Germany, Spain, and Russia in order to keep further Eastern Earth markets afloat. This eventually led to Hyperdyne becoming indirectly listed as the largest supplier of firearms to the forming Union of Progressive Peoples in 2108. Despite Hyperdyne’s vehement dismissal and vilification of the practice of supplying illegal fabrication files to rogue military entities, most of the UPP’s major firearms stockpiles consist of regularly updated Hyperdyne patterns. &lt;br /&gt;
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&lt;br /&gt;
Despite their ties to the Union of Progressive Peoples, Hyperdyne Systems was never nationalized under the UPP like its fellow megacorporations that formerly serviced UPP outer world colonies like the mining conglomerates of the Hyades Cluster. Instead, Hyperdyne Systems has rapidly expanded their use of Hyperdyne-branded fabrication units and high-end synthetics in outer regions and amongst the working class of other mega-corporations. Additionally, advancements in AI intelligence and ship integrations have led to Hypderdyne producing its first ever mainframe-based artificial intelligence systems that regulate spacecraft, dubbed PROXY. Speculation insists that the Lockheed-Martin Corporation and Hyperdyne Systems are working jointly to include PROXY aboard the upcoming Lockmart CM-90A Buffalo intended for interstellar cruising and deep space cargo transport to resolve issues exposed by the USCSS Nostromo disaster.&lt;br /&gt;
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{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Three_World_Empire&amp;diff=40142</id>
		<title>Three World Empire</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Three_World_Empire&amp;diff=40142"/>
		<updated>2026-01-15T23:30:41Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:3WE_Patch.png|200px]]&lt;br /&gt;
=Three World Empire=&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Formed in 2088, the Three World Empire (3WE) was a federation of nations created by the joining of the United Kingdom and Japan, as well as allied nations including India, Indonesia, and Australia. Following the formation of this federation, the Japanese Yutani Corporation purchased and merged with the British Weyland Corporation leading to the 3WE’s status as the most significant economic force in Sol. The name, Three World Empire, is drawn from the first three worlds colonized by humanity: Earth, Mars, and Titan. &lt;br /&gt;
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Supported by the technological advances of the W-Y Corporation, the Three World Empire quickly amassed the largest and most advanced naval fleet that humanity had ever seen. These advances in Starflight allowed members of the 3WE to be the first humans to leave the cradle of Sol in search of new homes among the stars. As a result, the 3WE has colonized a plurality of all known resource-rich and naturally habitable worlds. These early colonies would come to be known as the Core Systems. &lt;br /&gt;
&lt;br /&gt;
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Due to their heavy reliance on the navy, the Three World Empire can ill afford to field a large standing army like the United Americas (UA) or the Union of Progressive Peoples (UPP). The safety of its territories outside of Sol is primarily contracted to W-Y Private Military Contractors (PMCs) as well as the UA’s United States Colonial Marine Corps (USCMC). While the USCMC is exclusively tasked with patrol and rapid response, Wey-Yu PMCs fill a wide array of roles. While the contractors are primarily hired to patrol and garrison 3WE territory, it is not uncommon to see them filling the role of peacekeepers not dissimilar to beat cops on worlds without a strong Colonial Marshal presence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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For its economic influence and role in the Three World Empire’s stability and prosperity, W-Y was granted a permanent seat in the Empire’s Parliament. So far, W-Y is the only non-governmental entity to be bestowed this honour. While all governmental parties claim that W-Y has remained unbiased in its governance, none can deny that since being invited into Parliament, the Corporation’s economic power has increased ten-fold. In contrast, the majority of its competition have floundered under strict economic regulation and bureaucratic red tape.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Expand for Three World Empire Historical Records:&#039;&#039;&#039;&lt;br /&gt;
 |width=150|&lt;br /&gt;
Following the terraforming and colonization of Luna in 2031 and 2039 respectively, the United Kingdom (UK) and Japan had managed to secure technological supremacy on Earth. Despite their technical prowess, both nations were resource poor when compared to other world powers such as the United States of America (USA) and the Union of Soviet Socialist Republics (USSR). Seeing space as a limitless source of resources, the United Kingdom and Japan penned a series of joint treaties to enable the establishment of the first Anglo-Japanese settlements on Luna. These colonies would be governed jointly by both nations and within the decade, the remaining lunar colonies would be brought under the same joint banner.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The United Kingdom based Weyland Corporation would then conduct the first manned mission to Mars the next year with a multinational Japanese and British team. Terraforming efforts began in late 2032 and would last eight years before the planet became habitable. In 2040, the first permanent colony on Mars was founded. In an act that rivaled the footage of the Apollo 11 landing, two astronauts simultaneously planted the Union Jack and the Flag of the Sun. This act of jointly claiming a terrestrial body forever entwined the two nations and their colonization efforts. The terraformation and colonization of Titan would be conducted over another ten years starting in 2055. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Great Britain and Japan would enjoy over fifty years of open migration and tariff-free commerce before finally merging in 2088 into what would be known as the Three World Empire; its name drawn from the three worlds of Earth, Mars, and Titan. The parliaments of both nations would merge with a minority of seats granted to the colonies on Mars and Titan. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Parliament itself was agreed to be based in Westminster, London, and in exchange the Royal Families of both former nations would reside within the Imperial Palace in Tokyo. Further, it was negotiated between King James III. of Windsor and the Emperor of Japan that a royal marriage would take place to seal the two royal houses into a union in perpetuity. This led to the British King marrying the Princess of Japan, and since the Emperor of Japan had had no heir of his own, Parliament quickly agreed that James III. would be the next, legitimate heir to the throne of Japan, and that his oldest offspring would continue both royal lines henceforth. &lt;br /&gt;
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Seeing the rise of this new, powerful entity shocked many in the world, as both Japan and the UK were now one, and the two sidelined secondary powers had effectively surpassed all in terms of Colonial Power. Further, a few years after formation, in 2092 the Republic of India formally petitioned the Imperial Parliament for membership within the Empire, a request that was passed in Parliament and quickly approved by both Monarchs. Seeing a third nation join this aspiring power, many smaller nations, who were either amicable to Japan or Britain, or were in precarious positions with respect to the United States or USSR and China, also petitioned for membership positions. By 2100, the TWE would count nations such as India, South Africa, Australia, New Zealand, Indonesia, Taiwan, South Korea, the Netherlands, Belgium, Portugal, Papua New Guinea, Kenya, Fiji and many more to be part of its realm. Most of these were given proper, parliamentary representation within Parliament, although some national governments had made it clear that they wished for lessened integration, and thus did not receive the same level of representation in exchange for decreased interference. South Korea and the Netherlands were two of the nations that had requested this privilege.&lt;br /&gt;
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Furthermore, by the turn of the century, rapid advances in technology and terraforming and colonization technologies resulted in the ability to surpass outer Sol, and pierce into new sectors of space entirely. The TWE, with its scientific lead over the other powers on earth now only further reinforced with its growing size and might, had a large lead on this technology, and would go on to be the first to colonize beyond Sol. In doing so, they seized some of the most resource-rich and also most habitable worlds that were within, what would later become, the Core Sector of space. Later, following their formation, the UA and UPP would find themselves squabbling and scrambling for comparatively desolate planets and rocks, which required far more terraforming investment than the initial TWE colonies did. &lt;br /&gt;
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At the same time, in 2099, Weyland Corp and Yutani Corporation, the two prevalent British and Japanese Corporations respectively, agreed to a merger, which united the two’s industrial and political might into one. This procedure was even used by the TWE’s government as propaganda, seeing as how their most powerful megacorporations was now an anglo-Japanese merger, same as the Empire itself had been, and stories were spun about the fortunes that cooperation between the different peoples really did bring to all. Newly established W-Y would go on to increase its cooperation with the Empire’s Parliament and Monarchy, and would eventually, by the year of 2140, even receive a permanent seat in the parliament of its own - the only corporate entity to receive as much.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Not all was rosy for the Empire, however. With so many new member states, the fortuitous unity and prosperity between the British and Japanese were overshadowed by an incredible multiculturalism that began to plague the Empire and its society. With a Parliament in London now housing anyone ranging from Belgian, Portuguese, Indian and Indonesian, the issue became clear that something had to be done. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When the United Americas formed as the second Conglomerate on Earth in 2104, it became clear that the TWE’s colonial hegemony was at stake, and that efforts in space colonization and protection had to be doubled. As such, a massive recruitment and propaganda campaign was sanctioned, and a huge fleet of ships for the Space Force was commissioned and brought into service. Henceforth, it would become any elected government’s first and foremost priority to give the disunited and diverse peoples of the Empire’s realm a common goal and cause to rally behind. The theory said that, if such was the case, differences among one another would be forgotten, and stability would be ensured. &lt;br /&gt;
&lt;br /&gt;
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Thus, it came that the Empire moved towards a more outwardly militaristic and expansionist view, something that worried the UA and angered the UPP, which had formed in 2108, four years after the UA. Propaganda campaigns asked citizens to embark on to space, and seize land and prosperity for one’s self and the Empire. At the same time, the Navy became the centerpiece of military operations, growing eventually to an enormous size and force, with recruitment campaigns emphasizing the heroic deed of protecting and expanding the “largest empire in human history”, while also serving valiantly under the TWE’s Emperor, James III. of Britain, who had properly ascended to sole power following the death of the childless Emperor of Japan. The Monarchy, more so than any elected officials in Parliament, quickly rose to become a central authority for the people all around the Empire, as it was something anyone could rally behind, and something that was easy to understand, unlike the motives of an elected Prime Minister who always served dubious standards and objectives. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rather than fight this, the Parliament endorsed this sentiment, and although the Monarchy remained entirely constitutional and largely a figurehead entity, the Emperor was now brought back into the public much more, christening new capital vessels for the Navy, holding speeches and attending many other high-profile public events. This would only increase the effectiveness of the ‘Common Goal’ policies of Parliament, and a new recruitment drive occurred, both for the Navy and for the Colonies. In time, the Empire saw itself with a sort of competition, where member states within it would compete to colonize worlds before the other. This was, and still is, the case particularly in the Outer Rim and Frontier, where entire worlds will be dominated by a single cultural minority. Thus, it is not unlikely to find a TWE world in this space that is almost entirely colonized by, for example, Indonesians, Indians, or Australians. Due to the long-distance and fledgling nature of these new colonies, a Provisional Governor is usually appointed by the central government back on Earth to rule over any specific colony - with care being taken to appoint one of the same culture and heritage as the majority population on the new world.&lt;br /&gt;
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Many years would pass, but by the year of 2135, the Empire realized it had to curb its massive expansionism for its own good. The reality was that, when compared to the UA and UPP, the TWE could not field nearly as many men and women within its military, and thus could not meaningfully patrol the outer rims and frontier colonies to protect them from danger. Thus, several deals were made, both with W-Y and the United States Colonial Marine Corps. The former, by now a tight, integrated partner of the Empire, was happy to provide Corporate PMCs to help garrison frontier stations and colonies, while the USCM signed treaties that allowed it to patrol Outer Rim and Frontier Space in exchange for generous payment, though they would also be tasked with rapid response duty should a colony go dark for whatever reason. These treaties, with both parties, were amended and renewed several times, and still exist to this day, in 2182.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The TWE remains the biggest and more reliable partner of W-Y to this day, and with the help of their integrated, permanent seat in parliament, they have legitimate legislative powers within the Empire, and a voice to make themselves heard. As such, W-Y entertains their most precious, secretive and/or dangerous research within Anglo-Japanese borders, on planets or asteroids leased to them by Parliament on very much loose terms, usually - terms that, for the most part, are favourable to ones offered by the USCM and UA. This close relationship with W-Y has notably strained the Empire’s relationship with the aforementioned Marine Corps, who eye the Anglo-Japanese border with distrust, fearing that the Empire might try to sway W-Y, their main arms and material deliverer, from cooperating with them to disrupt their integrity.&lt;br /&gt;
|}&lt;br /&gt;
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==Naval Commands==&lt;br /&gt;
===Home Command (HOCOM)===&lt;br /&gt;
Despite being treated as its own command, Home Command operates only a single Fleet: the Home Fleet. The Home Fleet is the largest, best-funded, and most well-equipped fleet in the entire Three World Empire Navy and the premier naval force in the Sol Sector. Operating from the Royal Naval Command Centre in Japan’s northern reaches, Home Fleet serves as the primary defensive shield of the 3WE’s home territory and stands poised to strike at any who would dare threaten the Empire and its solar colonies. Home Fleet consists primarily of capital ships, including several battleships and carriers, as well as a plethora of smaller escort-class carriers. Due to the poor manoeuvrability of these oversized ships and the limited operation ranges that they possess, the Home Fleet is largely confined to a defensive role in the Sol System. However, this is not seen as a detriment to the fleet, but rather an opportunity to maximize firepower and armour while saving resources that would otherwise be wasted on long-range capabilities. Home Fleet is also utilized to showcase cutting-edge ships to the public and any potential threats that may be watching.&lt;br /&gt;
&lt;br /&gt;
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===Imperial Command (IMCOM)===&lt;br /&gt;
Imperial Command oversees all naval action in Three World Empire territory outside of the Sol System. IMCOM operates over a dozen fleets consisting primarily of patrol craft. These fleets fill the dual role of border patrol and rapid response. While they operate similarly to the USCMS, these patrol craft rarely have more than a squad of commandos per ship. Despite IMCOM’s reliance on light patrol craft, it is not uncommon to see the occasional heavy cruiser, carrier, or battleship semi-permanently moored at checkpoint stations along major shipping routes and border crossings.&lt;br /&gt;
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===Expeditionary Command (EXCOM)===&lt;br /&gt;
Expeditionary Command is tasked with discovering habitable planets in the Frontier and beyond. Unlike the other two Commands, expeditionary groups rarely consist of more than a few exploration craft and often require escort when in the Core Systems. Such expeditionary task groups usually consist of retrofitted long-range light cruisers meant for deep space exploration. As these deep space exploration craft are not rated for atmospheric operations, they are accompanied by smaller tethered research vessels that are used to determine a planet’s habitability. It is to note that, due to their area of operations in the Frontier and beyond, EXCOM operates in a perpetual state of supply shortage. To compound this issue, a majority of the ships are decades old and in need of constant repair. Parliament has deemed the cost of recalling and retrofitting the ships with modern equipment to be too great and EXCOM has been told to “make do” with what they have.&lt;br /&gt;
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== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|UPP}}[[File:UPP_Patch.png|64px|link=UPP]]&amp;lt;br&amp;gt;Union of Progressive Peoples&amp;lt;/center&amp;gt;&lt;br /&gt;
| The corporate-dominated constitutional monarchy of the 3WE has incompatible political differences with the UPP’s anti-capitalist governance. The Three World Empire has engaged in a cold war with the Union of Progressive Peoples since the UPP’s founding in 2108. These tensions have only escalated within the last three years after the W-Y Corporation publicly accused the UPP of destroying the Hadley’s Hope colony on Acheron. This, plus increased territorial disputes spurred on by a recent colonization push from the UPP, has many worried that both factions’ sabre-rattling will escalate into a full-blown war. In part, it is this existent threat that has led the 3WE and the United Americas to remain tenuous allies despite ever-increasing border friction and ideological differences.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|CLF}}[[File:CLF_Patch.png|64px|link=CLF]]&amp;lt;br&amp;gt;Colonial Liberation Front&amp;lt;/center&amp;gt;&lt;br /&gt;
| The CLF, whilst mostly occupied with the fight against the USCM, occasionally make their way into TWE territory. They attempt to recruit citizens or pirate supplies and weaponry from colonies, almost all of these incursions occur at colonies with a large W-Y presence and the TWE responds to these incursions with swift and deadly military action. &lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|W-Y}}[[File:WY_Patch.png|64px|link=W-Y]]&amp;lt;br&amp;gt;W-Y&amp;lt;/center&amp;gt;&lt;br /&gt;
| The W-Y Corporation is an integral part of the Three World Empire. The Company’s financial and technical prowess have directly aided the 3WE in becoming the world power that it is today. In addition to the megacorporation’s permanent Parliament seat, currently unproven fringe rumours exist that numerous members of Parliament are either on the Company’s payroll or have been replaced with android duplicates.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|USCM}}[[File:USCM_Patch.png|64px]]&amp;lt;br&amp;gt;United Americas&amp;lt;/center&amp;gt;&lt;br /&gt;
| While the founding nations of the Three World Empire and the United Americas have seen each other as allies for the last few centuries, the relationship between the two conglomerates has gradually deteriorated in recent years. This is primarily in response to the 3WE’s historic expansionist efforts resulting in rapidly muddying borders as well as increasing hostilities between the United Americas and W-Y. Despite this, the UA’s USCMC has been contracted to patrol and defend large swathes of 3WE space. Although officially, communications breakdowns had prevented the USCM ships from receiving the distress signal, on more than one occasion, USCM help has arrived late or not at all to a 3WE colony in need.&lt;br /&gt;
|}&lt;br /&gt;
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{{Links_page}}&lt;br /&gt;
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[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Shiva%27s_Snowball&amp;diff=40141</id>
		<title>Shiva&#039;s Snowball</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Shiva%27s_Snowball&amp;diff=40141"/>
		<updated>2026-01-15T23:30:25Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Shiva&#039;s Snowball =&lt;br /&gt;
&#039;&#039;&#039;Planet Name:&#039;&#039;&#039; LV-343&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Classification:&#039;&#039;&#039; Research Outpost&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Population:&#039;&#039;&#039; 68&lt;br /&gt;
== History ==&lt;br /&gt;
=== Discovery ===&lt;br /&gt;
LV-343 was first discovered in 2082 by SAP-V, an Argentinian deep space probe, which detected evidence that there had once been life on the planet in the form of chemical biosignatures. This discovery became a focus of the Argentinian Space Activities Commission. Following further investigation, it was hypothesized that LV-343 originally had a temperate climate and that the planet had entered an ice age around 98,000 years ago. The Space Activities Commission planned an expedition, but due to a lack of funding, it was unable to.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In 2116, following the emergence of the United Americas in the previous decade and the 20 parsec limit imposed three years prior, there was renewed interest in scientific projects closer to the core systems. Thanks to LV-343’s position within the Neroid sector, the Argentinian expedition was authorized.&lt;br /&gt;
=== Colonization ===&lt;br /&gt;
There were four years of evaluations of the planet to find both a safe landing site and atmospheric readings. By 2120, a site safe for human habitation was confirmed. The first colonists of LV-343 arrived at this site, which would become &amp;quot;Shiva’s Snowball.&amp;quot; First constructed were the Research Habitation and Northern hangar, which were made using cheap pre-fabricated materials. This became the standard for the colony, and the rest of the colony formed over the following years. It became fully operational by 2122 and has been performing analysis of the ice sheets in search of microbial life on the planet. They extract ice cores and send them for analysis in their research labs for signs of microbial life.&amp;lt;br&amp;gt;&lt;br /&gt;
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Interestingly, the colony suffers from an infestation of &amp;quot;giant spiders.&amp;quot; These spiders are actually the descendants of an invasive spider species that was onboard the first ship sent to LV-343. The spiders have grown larger than their Earth counterparts due to the lower atmospheric pressure of LV-343, combined with higher oxygen rates. The site contracted W-Y to provide security due to the dangers these spiders pose to research staff. A corporate liaison officer was dispatched to coordinate between the security forces and the Argentinian researchers.&lt;br /&gt;
==LV-343==&lt;br /&gt;
LV-343 is located in the RS-1937 system. The planets that orbit RS-1937 consist of LV-343, MT-312, a gas giant comprising 83.5% hydrogen and 14.5% helium, and RF/24, a barren planet around 4,000 km in size with a thin atmosphere.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LV-343 has one moon, which is roughly 1967.34 Km in size. The moon’s surface is barren and covered with impact craters.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
RS-1937 is a G-type main sequence star located in the Outer Veil region of known space.&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Guide_to_Paperwork&amp;diff=40140</id>
		<title>Guide to Paperwork</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Guide_to_Paperwork&amp;diff=40140"/>
		<updated>2026-01-15T23:30:09Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Tocright}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;An online SS13 paperwork simulator can be found [https://ps.ss13.net/#instructions Here] so that you can create your ideal paperwork, while not on the server.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For a list of (basically) official W-Y/USCM/News Reporter fax templates compiled by Grimreaperx15, Novacti and Frozentsbgg;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/e/2PACX-1vTP0_HWkhPCnRzu6J3qkR_wnFirMK02CVcZwQqBhNeAJfa4vKFWMFQWlhYllXN6F0AII342jqOjmVE-/pub Fax and Forms]&lt;br /&gt;
&lt;br /&gt;
For a nice list of templates regarding research, medical and chemistry, here&#039;s a guide on the forums by TobiNerd;&lt;br /&gt;
&lt;br /&gt;
[https://cm-ss13.com/forums/showthread.php?72-Research-and-Paper-Archives Research and Paper Archives]&lt;br /&gt;
&lt;br /&gt;
===Paperwork Formatting===&lt;br /&gt;
For all your pencil pushing needs.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Formatting Paperwork:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Bolded Text:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; | &amp;lt;big&amp;gt;This text is normal. &#039;&#039;&#039;[b]This text is bolded![/b] &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| [[File:Bolded_Text.png|340px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Centering Text:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;[center]This text is centered![/center]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Centered_Text.png|340px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Field:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By inserting the &#039;&#039;&#039;[field]&#039;&#039;&#039; tag into your text it allows users to &amp;quot;Write&amp;quot; where you placed the field tag instead of at the bottom of the paper. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that there is a maximum of 15 [field]&#039;s, any after that on paperwork will not appear.&#039;&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;Reason for breaking marine law: &#039;&#039;&#039;[field]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Field_Text.png|340px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Headings:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[h1]&#039;&#039;&#039;Heading One&#039;&#039;&#039;[/h1]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[h2]&#039;&#039;&#039;Heading Two&#039;&#039;&#039;[/h2]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[h3]&#039;&#039;&#039;Heading Three&#039;&#039;&#039;[/h3]&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Headings_Text.png|180px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Horizontal Rules:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;&amp;lt;big&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
Text above&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[hr]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Text below&amp;lt;/big&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Horizontal_Rules_Text.png|280px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Italics:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;[i]This text is italicized.[/i]&#039;&#039;&#039; This text is normal.&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Italics_Text.png|280px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Large Text:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;[large]This text is very large![/large]&#039;&#039;&#039; This text is normal-sized.&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Large_Text.png|280px]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Line Breaks:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&lt;br /&gt;
Text above&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[br]&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Text below&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Line_Break.png|85px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Lists:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
By using &#039;&#039;&#039;[list]&#039;&#039;&#039;and &#039;&#039;&#039;[/list]&#039;&#039;&#039; tags you can create an organized document for your paperwork needs. Keep in mind that for every entry you will need to use &#039;&#039;&#039;[*]&#039;&#039;&#039; to bullet point it.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[list]&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;[*]&#039;&#039;&#039;Bullet one.&#039;&#039;&#039;[*]&#039;&#039;&#039;Bullet two.&#039;&#039;&#039;[*]&#039;&#039;&#039;Bullet three.&#039;&#039;&#039;[/list]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| [[File:List.png|128px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Tables:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[table][row][cell][cell]B1[cell]C1&lt;br /&gt;
[row][cell]A2[cell][cell]C2&lt;br /&gt;
[row][cell]A3[cell]B3[cell]&lt;br /&gt;
[/table]&lt;br /&gt;
&lt;br /&gt;
|[[File:Table_Paperwork.png|85px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Signing:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;Your signature: &#039;&#039;&#039;[sign]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Signing.png|240px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Small Text:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;This text is normal-sized. &#039;&#039;&#039;[small]This text is very small![/small]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Small_text.png|340px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Underlining:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;[u]This text is underlined. Enjoy![/u]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Underlined_Text.png|240px]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Corporate Logo:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&#039;&#039;&#039;[wy]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:Weyland-Yutani_Logo.png|240px]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;big&amp;gt;&#039;&#039;&#039;[wy_bw]&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
| [[File:Logo wy bw.png|240px]]&lt;br /&gt;
|}&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Paperwork Template Forms===&lt;br /&gt;
Template forms go here:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Formatting Paperwork:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;border: 2px solid black; padding: 5px;&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;High Command Fax:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Format to use when faxing Marine High Command, to be used for any non-complaint needs.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&amp;lt;big&amp;gt;&lt;br /&gt;
[small][center][b]United States Colonial Marine Corps.[/b]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Form X342&lt;br /&gt;
&lt;br /&gt;
Situation Report[/center][hr]&lt;br /&gt;
&lt;br /&gt;
Facility: USS Almayer&lt;br /&gt;
&lt;br /&gt;
Date: [date]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
To: USCMC High Command - Missions Director&lt;br /&gt;
&lt;br /&gt;
Subject: [field][list][field][/list][hr]&lt;br /&gt;
&lt;br /&gt;
Signature: [field][/small]&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:High_command_fax.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;USCMC HR Complaint:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Format to use when faxing Marine High Command to complain about a specific person currently in the Corps&#039; employment:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
&amp;lt;big&amp;gt;[small][center][b]United States Colonial Marine Corps.[/b]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Form Z343&lt;br /&gt;
&lt;br /&gt;
Complaint Form[/center][hr]Facility: USS Almayer&amp;lt;br&amp;gt;&lt;br /&gt;
Date: [date]&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Affected Person(s): [field]&lt;br /&gt;
&lt;br /&gt;
Offender(s): [field]&lt;br /&gt;
&lt;br /&gt;
Type of Complaint: [field]&lt;br /&gt;
&lt;br /&gt;
Time of Incident: [field]&lt;br /&gt;
&lt;br /&gt;
Reason for complaint:[list][field][/list]Preferred action:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[field]]&amp;lt;/nowiki&amp;gt;Mediation&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[field]]&amp;lt;/nowiki&amp;gt;Reprimand&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[field]]&amp;lt;/nowiki&amp;gt;Fine/Paycut&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[field]]&amp;lt;/nowiki&amp;gt;Injunction&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[field]]&amp;lt;/nowiki&amp;gt;Demotion&lt;br /&gt;
[hr]&lt;br /&gt;
Signature: [field]&lt;br /&gt;
&lt;br /&gt;
Commanding Officer/Executive Officer&#039;s Signature: [field]&lt;br /&gt;
[/small]&lt;br /&gt;
&amp;lt;/big&amp;gt;&lt;br /&gt;
|[[File:USCMC_HR_Complaint.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;CMO Drug Distribution Form [Doctors + Researchers]:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this form for giving/attaining permission for certain drugs to be distributed to doctors and researchers:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[b]Medication Distribution Form 339D[/b]&lt;br /&gt;
&lt;br /&gt;
The Chief Medical Officer has authorized the following medications for distribution, in the form of pills or liquid containers, to doctors and researchers aboard the U.S.S Almayer:&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
Chief Medical Officer Signature:&lt;br /&gt;
|[[File:CMO_Drug_Distribution_DocAndRsr.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;CMO Drug Distribution Form [All Medical Personnel]:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this form for giving/attaining permission for certain drugs to be distributed to all medical personnel:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[b]Medication Distribution Form 339B[/b]&lt;br /&gt;
&lt;br /&gt;
The Chief Medical Officer has authorized the following medication(s) for distribution to the medical staff aboard the U.S.S Almayer, including field medics. The following medications can be provided in the form of pills or liquid containers:&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
- Replace with the drug you want to be authorised&lt;br /&gt;
&lt;br /&gt;
Chief Medical Officer Signature: &lt;br /&gt;
|[[File:CMO_Drug_Distribution_AllMedPersonnel.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Construction Permission Form:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Use this form for giving/attaining permission to alter/perform new constructions on the U.S.S Almayer:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; | &#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[small][center][b]United States Colonial Marine Corps.[/b] &lt;br /&gt;
&lt;br /&gt;
Form X347&lt;br /&gt;
Proposition of Construction[/center][hr] &lt;br /&gt;
Facility: USS Almayer &lt;br /&gt;
Date: [date] &lt;br /&gt;
&lt;br /&gt;
Location of Construction:[field]&lt;br /&gt;
Description of Proposal: [field][list][field][/list][hr] &lt;br /&gt;
&lt;br /&gt;
Acting Commander Signature: [field]&lt;br /&gt;
&lt;br /&gt;
Chief Engineers Signature: [field]&lt;br /&gt;
&lt;br /&gt;
Department Head Signature:[/small]&lt;br /&gt;
&lt;br /&gt;
|[[File:Construction_Permission_Form.png|400px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Research Journal template:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A simple all-purpose formula to document research.&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Research Journal[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Observations[/h3][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186[/small]&lt;br /&gt;
 &lt;br /&gt;
[small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[h3]Conclusion[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][small]Research conducted by:&lt;br /&gt;
[field]&lt;br /&gt;
&lt;br /&gt;
[i]The Company.[/i][/small] &lt;br /&gt;
|[[File:Research_Journal.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Research Report Template:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Used for more in-depth documentation than the journal.&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Research Report[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Description[/h3][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186[/small]&lt;br /&gt;
 &lt;br /&gt;
[small][field][/small]&lt;br /&gt;
[h3]Analysis[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[h3]Conclusion[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][small]Research conducted by:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[i]The Company.[/i][/small] &lt;br /&gt;
|[[File:Research_Report.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Research Interview Template:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Used to document research interviews&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company.&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Interview Journal[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Interview background[/h3][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186[/small]&lt;br /&gt;
 &lt;br /&gt;
[small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[h3]Article[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][small]Interview conducted by:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
Interviewee signature:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[i]The Company.[/i][/small] &lt;br /&gt;
|[[File:Research_Interview.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Research Experiment Proposal:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Used to get authorization for experiments. Alternatively, you could include an authorization signature in any of the other templates.&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company.&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Research Experiment Proposal[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Experiment Description[/h3][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186&lt;br /&gt;
 &lt;br /&gt;
[b]Experiment Procedure[/b]&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[b]Experiment Purpose[/b]&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[hr][small]Researcher signature:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
Experiment Authorized by:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[i]The Company.[/i][/small]&lt;br /&gt;
|[[File:Research_Proposal.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Research Experiment Template:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Used to document research experiments.&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company.&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Research Experiment[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Experiment Description[/h3][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186[/small]&lt;br /&gt;
 &lt;br /&gt;
[small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[h3]Experiment Results[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][small]Researcher signature:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[i]The Company.[/i][/small]&lt;br /&gt;
|[[File:Research_Experiment_Template.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Research Volunteer Template:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Extended version of the experiment template for when an experiment requires a human volunteer. Alternatively, the results section could be left out and written on a different paper instead.&#039;&#039;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[center][wy]&lt;br /&gt;
[hr][small][i]The Company&lt;br /&gt;
Official Company Document&lt;br /&gt;
 &lt;br /&gt;
[b]Human Research Experiment[/b][/i][/small]&lt;br /&gt;
[hr][h2][field][/h2][/center]&lt;br /&gt;
[h3]Experiment Description[/h3][small][small][b]Facility:[/b] USS Almayer [field]&lt;br /&gt;
[b]Date:[/b] [date] 2186[/small]&lt;br /&gt;
 &lt;br /&gt;
[b]Purpose of Study[/b]&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[b]Procedure of Study[/b]&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[b]Upon completion, the volunteer will receive the following:[/b]&lt;br /&gt;
[field][/small]&lt;br /&gt;
[h3]Experiment Results[/h3][small][field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][h3]Volunteer information[/h3][small][b]Full name:[/b] [field]&lt;br /&gt;
[b]Gender:[/b] [field]&lt;br /&gt;
[b]Age:[/b] [field]&lt;br /&gt;
[b]Occupation:[/b] [field]&lt;br /&gt;
[b]Rank (if any):[/b] [field]&lt;br /&gt;
[b]Notes:[/b]&lt;br /&gt;
[field][/small]&lt;br /&gt;
 &lt;br /&gt;
[hr][small][i][b]Right to refuse or withdraw[/b]&lt;br /&gt;
The volunteer retains all rights to refuse or withdraw from the experiment at any time.&lt;br /&gt;
 &lt;br /&gt;
[b]Right to ask questions and report concerns[/b]&lt;br /&gt;
The volunteer retains all rights to ask questions about the research before, during and after the experiment. The volunteer may ask and report any problems or concerns about the experiment.&lt;br /&gt;
 &lt;br /&gt;
[b]Consent[/b]&lt;br /&gt;
The volunteer&#039;s signature below indicates that they have decided to participate in this experiment of their own free will, and that they have read and understood the information provided above.&lt;br /&gt;
[/i][/small]&lt;br /&gt;
[hr][small]Researcher signature:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
Volunteer signature:&lt;br /&gt;
[field]&lt;br /&gt;
 &lt;br /&gt;
[i]The Company.[/i][/small] &lt;br /&gt;
|[[File:ResearchVolunteerupdate.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;PMC recruitment template:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A template for Liasons to recruit from the ranks of USMC personnel for the corporate PMC team. The recruitment form mentions a subsection of Weyland Yutani &amp;quot;Whiteguard Solutions&amp;quot;. This form promises the recruit a 10-acre plot of land and gradually increasing pay for 4 years and basic health-care. &#039;&#039; Credit: -Vispain&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
  |+ style=&amp;quot;text-align:center;&amp;quot; |&#039;&#039;&#039;The BBcode for the template&#039;&#039;&#039;&lt;br /&gt;
  |&lt;br /&gt;
[center]&lt;br /&gt;
[wy]&lt;br /&gt;
[hr]&lt;br /&gt;
[b]Whiteguard Solutions Job Application Brief[/b][/center]&lt;br /&gt;
Form 268/b23 &amp;quot;Whiteguard Solutions&amp;quot; &lt;br /&gt;
[hr]&lt;br /&gt;
Facility: USS Almayer Date: [date]&lt;br /&gt;
&lt;br /&gt;
I, [field], enter into this contract of sound mind and body that post-enlistment with the United States Colonial Marines, if deemed mentally and physically able by appointed doctors of W-Y or any of its subsidiary companies, will be under contract as a Standard Private Military Contractor working on a reduced entry-level PMC rate of 50% the normal entry-level with the Company affiliate “Whiteguard Solutions” for a period of 4 years or until Whiteguard Solutions deems the contract void.&lt;br /&gt;
&lt;br /&gt;
[list]&lt;br /&gt;
[*]I understand that should the conditions of a) “the signature provider’s mental health or physical health be unable to complete their duties” or b) “the signature provider does not break trust” are not being met, &amp;quot;Whiteguard Solutions&amp;quot; may terminate my service.&lt;br /&gt;
&lt;br /&gt;
[*]In the second year of employment, pay may be fully raised to 60% of the standard entry-level pay of a member of &amp;quot;Whiteguard Solutions&amp;quot;. On the third year of employment, the payment will be raised to 80% the pay of what a third-year PMC employee receives or full pay should the pay of a third-year PMC employee be less than the standard pay of an entry-level PMC employee. On the fourth year of employment, the payment will be raised to normal fourth year PMC employee levels. I understand that my pay may be reduced following an internal inquiry should I be unable to complete any of the duties assigned to me during my employment with &amp;quot;Whiteguard Solutions.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[*]At the four years of service, I understand that a 10 Acre plot of land on a habitable planet owned by W-Y or any of its subsidiaries will be provided on the condition that I enlist in the registrar as an Auxiliary or Reserve member of a W-Y approved local militia, security or police organization. In accordance with such, I will serve such local militia, security or police organization in an auxiliary or regular capacity for a period of no less than 2 years.&lt;br /&gt;
&lt;br /&gt;
[*]Should the signature provider choose to not renegotiate their contract, a 5% severance payment based on the employee’s last yearly wage will be made by The Company to the employee as a gesture of goodwill. Should the signature provider choose to renegotiate their contract and terms both parties sign to the renegotiated contract, a guaranteed bonus of 5% the pay of the new yearly wage will be made to the employee.&lt;br /&gt;
&lt;br /&gt;
[*]Acting on the behalf of &amp;quot;Whiteguard Solutions&amp;quot;, W-Y additionally provides and guarantees all standard medical benefits that Standard, Entry-Level PMCs receive including Dental, Eyecare, and critical care for combat-related injuries while remaining in employment. I understand these services may cease, with the exception of critical care, if I am left unable to complete my employment terms.&lt;br /&gt;
&lt;br /&gt;
[*]I understand that should I fail to perform as to this agreement and all pursuant documents before 4 years, a minimum fee of one year&#039;s pay a  normal entry-level PMC may be applied and the promised “10-acre plot of land” upon a habitable planet will not be granted to the signature provider.&lt;br /&gt;
I understand that forfeit all right to bring a suit against the W-Y Corporation for any reason on the site. This agreement releases the Company from all liability relating to injuries and financial responsibilities for injuries that may occur on the site.&lt;br /&gt;
[/list]&lt;br /&gt;
&lt;br /&gt;
[small]&lt;br /&gt;
[i]I acknowledge that this is a preliminary agreement while still in the employ of another organization and understand additional forms (“Form 263, Form 264, Form 265, Form 266, Form 267, and Form 269”) related to Healthcare, Lodging, Non-Disclosure, Liability, Payment method, and transfer to Whiteguard Solutions (a subsidiary of W-Y).[/i]&lt;br /&gt;
[/small]&lt;br /&gt;
&lt;br /&gt;
Signature: [field]&lt;br /&gt;
&lt;br /&gt;
Corporate Liaison Signature: [sign]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
|[[File:WYRecruitment.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Police Interrogation Report:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For recording an interrogation of an incident.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; | &#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[center][b][u]Police Interrogation Report[/b][/u][/center] [center] [small] [u] USS Almayer [/u] [/small] [/center] [center] [small] [u] 2nd Battalion, 4th Brigade, &#039;Falling Falcons&#039; [/u] [/small] [/center]&lt;br /&gt;
&lt;br /&gt;
[small][i]An audio recording or transcript of the interview must be attached via label to this report to be considered valid! In the event of a criminal prosecution, this report is considered as evidence![/i][/small]&lt;br /&gt;
&lt;br /&gt;
[b]Interviewer&#039;s name: [/b][field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[b]Rank: [/b][field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[b]Interviewee&#039;s name: [/b][field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[b]Rank: [/b][field]&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
[b]Designation[/b][small][i](Suspect/Witness/Other)[/i][/small][b]: [/b][field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
[b]Other personnel present: [/b][field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[b][u]Interview Notes: [/u][/b] [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[hr] [b]Interviewer&#039;s Signature: [/b][field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
======&amp;lt;nowiki&amp;gt;=============&amp;lt;/nowiki&amp;gt;======&lt;br /&gt;
&lt;br /&gt;
[center] [small] [u] USS Almayer [/u] [/small] [/center] [center] [small] [u] 2nd Battalion, 4th Brigade, &#039;Falling Falcons&#039; [/u] [/small] [/center] [center] [small] (location) Duty Log [/small] [/center] [hr] (example text: 12:20 - CPL Jenning begins duty desk[br] 12:35 - SSGT Hawkings visited duty desk asking after PFC Smith[br] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|[[File:MP_Interrogation.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Command Requisition Request Form:&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For requesting supplies from Requisitions.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[center] [b] [u] Command Requisition Request Form [/u] [/b] [/center] [center] [small] [i] To be filled out by any Officer to ask any Enlisted to fetch them supplies from requisitions [/i] [/small] [/center] [hr]&lt;br /&gt;
&lt;br /&gt;
Officer requesting supplies: [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Rank: [field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Reason for request: [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Officer&#039;s signature: [field]&lt;br /&gt;
&lt;br /&gt;
Items requested: [list] [*] [field] [*] [field] [*] [field] [/list] [hr]&lt;br /&gt;
&lt;br /&gt;
[small] [i] This must be stamped by Requisitions to prove the order was completed in full. [/i] [/small] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| [[File:Req_Order.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Pardon Form&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Description of use.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; &lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&#039;&#039; width=400&amp;quot; |&#039;&#039;&#039;How To:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |&#039;&#039;&#039;Outcome:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;400&amp;quot; |&lt;br /&gt;
[center][b][u]Official Pardon Form B-229 [/b][/u][/center]&lt;br /&gt;
[center] [small] [u] USS Almayer [/u] [/small] [/center] &lt;br /&gt;
[center] [small] [u] 2nd Battalion, 4th Brigade, &#039;Falling Falcons&#039; [/u] [/small] [/center] &lt;br /&gt;
[hr]&lt;br /&gt;
[small] [i] The time of a crime must be known roughly, as well as exactly what the crimes were in accordance with U.S.C.M protocol 447, 284 (2144). [/small] [/i]&lt;br /&gt;
Date: [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Arresting Officer: [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Pardoned Individual: [field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Listed Crimes: &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt; [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt; [field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;gt; [field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Reason for Pardon: [field] &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Time of Pardon: [field]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Commanding Officer&#039;s Name: [field] &lt;br /&gt;
[i] [small] The Commanding Officer may be held responsible for further criminal actions committed by those they pardon, and should High Command reverse the decision; they must ensure the condemned return to serve their time without incident. Failure to do so may result in removal and arrest at the discretion of High Command. [/small] [/i] &lt;br /&gt;
[hr]&lt;br /&gt;
Signature of Commanding Officer: [field]&lt;br /&gt;
&lt;br /&gt;
|[[File:Pardon_Form.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Add the template here --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=40139</id>
		<title>Corporate Liaison</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Corporate_Liaison&amp;diff=40139"/>
		<updated>2026-01-15T23:29:52Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = THE COMPANY&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = CorpLiason.png&lt;br /&gt;
|jobtitle = Corporate Liaison&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|rank = Junior Executive [Under 25 hours] / Executive [25 hours] /&amp;lt;br&amp;gt; Senior Executive [70 hours] / Executive Specialist [175 hours]&lt;br /&gt;
|superior = Weyland Yutani Corporate Office&lt;br /&gt;
|unlock = 10 hours as any human role.&lt;br /&gt;
|duties = Further the interests of the corporation.&lt;br /&gt;
|guides = This one, [[Guide_to_Paperwork | Guide to Paperwork]]&lt;br /&gt;
|description = As a representative of Weyland-Yutani Corporation, your job requires you to stay in character at all times. You are not required to follow military orders; however, you cannot give military orders.&amp;lt;br&amp;gt;Your primary job is to observe and report back your findings to Weyland-Yutani.&amp;lt;br&amp;gt;Follow regular game rules unless told otherwise by your superiors.&amp;lt;br&amp;gt;Use your office fax machine to communicate with corporate headquarters or to acquire new directives. You may not receive anything back, and this is normal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&amp;quot;&#039;&#039;I work for the company. But don&#039;t let that fool you, I&#039;m really an OK guy!&#039;&#039;&amp;quot; ―Burke, Aliens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Roles =&lt;br /&gt;
As the &#039;&#039;&#039;Corporate Liaison&#039;&#039;&#039;, it is your job &#039;&#039;&#039;to represent the Weyland Yutani&#039;s interests in the mission that has been given to the United States Colonial Marine Corp&#039;&#039;&#039;. You have &#039;&#039;&#039;ZERO&#039;&#039;&#039; direct authority over the Marine Corp, you merely have influence, stretching this influence too far is likely to result in detainment or possibly abandonment on the planet. You may make requests to the [[Commanding Officer]] and [[Executive Officer]], but there is no guarantee that they will give you what you want. If you need something, fax Weyland Yutani for it. They are listening and may be happy to help. Have an issue with a Colonial Marine employee? Fax a complaint over to USCM High Command.&lt;br /&gt;
&lt;br /&gt;
Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. You are a corporate bureaucrat. Not a Commanding Officer, and not a marine. Roleplaying a lot leads to more FUN. If you&#039;re not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, &#039;&#039;&#039;undertaking antagonistic objectives without being explicitly told to by Weyland Yutani will get you banned or job banned&#039;&#039;&#039;. This is known as &amp;quot;self antagging&amp;quot;, and it&#039;s a big no-no. Remember that your goal shouldn&#039;t be to hinder the marines unless the company says otherwise, because they are serving your interests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In-character things to remember&lt;br /&gt;
* You&#039;re a Corporate Liaison: a bureaucrat. Not a [[Rifleman|marine]], not a [[Hospital Corpsman|doctor]], not an [[Combat Technician|engineer]], not a warfighter.&lt;br /&gt;
* You will do what&#039;s necessary to ensure Weyland Yutani&#039;s interests are kept in mind by the USCM aboard the Almayer.&lt;br /&gt;
* You have W-Y&#039;s interests in mind.&lt;br /&gt;
* You know you have no power over Marines but you do have influence. You can complain to Weyland Yutani if they are being unreasonable. Remember that the ATM is in your office and that bribery is always an option.&lt;br /&gt;
* You have access to a fax machine.&lt;br /&gt;
&lt;br /&gt;
While you can&#039;t demand anything, saying &amp;quot;I&#039;d appreciate X&amp;quot; or &amp;quot;I&#039;m sure if I got X your relations with the company would be good&amp;quot;, as well as stating that they aren&#039;t by any means required to give it to you, usually results in you getting what you&#039;re asking for.&lt;br /&gt;
&lt;br /&gt;
Liaisons are not above [[Marine Law]]. If you commit a crime, don&#039;t expect special protection from the Company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* You have a change of clothes in your quarters depending on what type of roleplay you&#039;ll be undertaking.&lt;br /&gt;
* Your office contains a box of food. Put that in your quarters before hungry marines eat it all.&lt;br /&gt;
* Your office has shutters. Always close the shutters when talking with someone so that you aren&#039;t disturbed.&lt;br /&gt;
* There are no cameras in your office and quarters. If some engineer has installed some then immediately complain to the Company.&lt;br /&gt;
* The ATM on the Almayer is in your office. See how much money you have and use that money to bribe people.&lt;br /&gt;
* Use the arcade machine in your office to win items to decorate. &lt;br /&gt;
&lt;br /&gt;
For your time aboard the U.S.S Almayer the company has given you an automated storage briefcase to convince the crew into securing company assets.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Company Equipment:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;width:160px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Weyland-Yutani_Automated_Storage Briefcase.png|64px]]&lt;br /&gt;
&#039;&#039;&#039;Weyland Yutani&#039;s Automated Storage Briefcase&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A suitcase-sized automated storage and retrieval system. Designed to efficiently store and selectively dispense small items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
50 points maximum storage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Vendables:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:10px;&amp;quot;|&#039;&#039;&#039;Incentives:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:60px;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Implanter.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Neurostim Implanter&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |30 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |The Neurostim Implant stimulates and regulates sensorimotor functions. Benefits include improved balance, and improved resistance to overstimulation and disorientation. Once you have implanted a neurostim into your victim you&#039;ll receive a pop up box, from there you&#039;ll be able to set a code phrase. The implant will negatively affect your victim when they hear the code-phrase (non-radio). &lt;br /&gt;
Keep in mind that the Implant will be degraded by the body&#039;s immune system over time, and thus occasionally malfunction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 |-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Anesthetic.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Ultrazine Injector &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |20 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Highly-addictive stimulant. Enhances short-term physical performance, particularly running speed. Effects last approximately 10 minutes per injection. Injector starts with 30 units of ultrazine and injects 5 units at a time.&lt;br /&gt;
&lt;br /&gt;
More than two pills at a time will result in overdose. Withdrawal causes extreme discomfort, hallucinations and nausea. Long-term use results in hallucinations and organ failure. Conditional distribution secures subject compliance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:1000_Cash.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;$1000 USD, unmarked bills &#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A stack of 10 100 unmarked dollar bills, perfect for bribes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:E-Key.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;WY Encryption Key&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |WY private comms encryption key, for conducting private business.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Cigar_Case.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Fancy Cigar Case&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Contains seven fancy cigars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Gold_packet.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weyland Yutani&#039;s Gold packet.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Gold packet, for the more sophisticated taste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Zippo.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Zippo Lighter&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A Zippo lighter, for those smoking in style.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Sake.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Weyland Yutani&#039;s Sake&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Sake, for a proper business dinner.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Aspen_Beer.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Aspen Beer&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |5 Points&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |Weyland Yutani&#039;s Aspen Beer, for a more casual night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Drinking_Glass.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Drinking Glass&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |A drinking glass, because you have class.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black;&lt;br /&gt;
&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:10px;&amp;quot;|&#039;&#039;&#039;Stationary:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;width:60px;&amp;quot;|&#039;&#039;&#039;Cost:&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:#A9A9A9;&amp;quot;|&#039;&#039;&#039;Description:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Generic_Pen.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pen&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A pen for writing stuff. A choice of 3 colors. Black, blue or red.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; |[[File:Paper.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Paper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A fresh piece of paper, for writing on.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:C_Paper.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Carbon Paper&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A piece of carbon paper, to double the writing output.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |[[File:Clipboard.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Clipboard&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |1 Point&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot;  |A clipboard, for storing all that writing.&lt;br /&gt;
&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
{{Template:Covert Tools}}&lt;br /&gt;
=The Fax Machine=&lt;br /&gt;
The main weapon of the Liaison is not any pistol or rifle, but a humble fax machine. The difference between a good Liaison and a regular Liaison is that a regular Liaison will go for a gun straight away while the good one will roleplay any situation out. Outside of visits to the colony which you may make at any time for any reason, it is best to stay away from extra gear and weaponry. Located in the Liaison&#039;s office, the fax machine works by putting papers inside of it and sending it away. In the fax machine interface, you can choose to either send the paper to the Company, or to USCM High Command. The document will be received by somebody with the fax responder Whitelist who is either currently playing the role of a factions fax responder, or an admin and they will respond in an IC paper. This paper will spawn on the fax machine.&lt;br /&gt;
&lt;br /&gt;
Make sure to have a powerful subject line, but you can always use &amp;quot;Situation Update&amp;quot; or &amp;quot;Requesting Aid&amp;quot;. For the content, write things in character. You can pretend you don&#039;t know anything or could pretend that you have an idea whats going on down on Big Red or another planet depending on the map you&#039;re playing. Make sure to sign your fax with [sign]. This creates your signature that can&#039;t be replicated. Always, always, always at the end of the message prompt the Company for a response. It can be anything from &amp;quot;Requesting further orders&amp;quot; or &amp;quot;Is this report informative?&amp;quot;. Something along those lines so that the Company has something to send back. Remember that if you send a fax without a question, you&#039;ll most likely not get a reply. There is a human on the other reading and people usually respond better when asked a question. Remember that you can also dramatize, exaggerate, and blow everything out of proportion if the situation warrants, but keep in mind that your actions may have consequences.&lt;br /&gt;
&lt;br /&gt;
What to write about? To make a list:&lt;br /&gt;
* Give status reports on the mission on planet/station.&lt;br /&gt;
* Send the Company research papers about any hostile lifeforms the marines may encounter.&lt;br /&gt;
* Request the company for a pet xenomorph (almost guaranteed to be ignored, try requesting for a cat instead)&lt;br /&gt;
* Write about the crew. Recommend that [[Doctor]] for a promotion because he/she took your bribe and made you space drugs for your flask. Don&#039;t explicitly say he/she took your bribe or you requested space drugs, of course, but just write about how wonderful of a Doctor he/she is and how loyal she is to the Company.&lt;br /&gt;
* Alternatively, write about how incompetent the Marines are or how incompetent the crew is.&lt;br /&gt;
* Write about the briefing. Make sure to always attend the briefing. Did the Commanding Officer give a good briefing or bad? Was he late? Who gave the briefing if it wasn&#039;t the Commanding Officer? Write about how bad you feel about this mission because a [[Staff Officer]] had to give the briefing and the Commanding Officer was not present.&lt;br /&gt;
* Complain to the company about that MT who stole your limited edition zippo lighter.&lt;br /&gt;
* Write about the survivors and the story behind the planet/station. The Company is curious to know what happened on their research facility.&lt;br /&gt;
* Write how terrible life on the Almayer is and how much you miss the enjoyments of life and the only reason why you&#039;re doing this is because your commitment to the Company.&lt;br /&gt;
* Write about how much you love the Company.&lt;br /&gt;
&lt;br /&gt;
Remember that a real person has to respond to your faxes, this means that there won&#039;t always be someone on the other side to respond to your fax. Don&#039;t expect responses to every fax you send, and self-antagging or getting unnecessarily angry because your faxes haven&#039;t been responded to is a great way to get banned. There will be a notice on the fax machine interface if there is a fax responder currently playing for the group you have selected to send a fax to. Always remember that well formatted faxes (found below) are a nice way to prove to a fax responder you are a capable CL player worthy of any special objectives they have planned out. Going planetside or doing other outlandish things without faxing the Company first is a good way to get job banned. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lastly remember that if you plan on burning your fax paper, make sure you only do it after you&#039;ve been given a response from The Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fax Tips==&lt;br /&gt;
----&lt;br /&gt;
* In your office is paper and a generic pen. Don&#039;t lose it. You need it to write faxes. Unfortunately, &amp;lt;s&amp;gt;you can no longer put it in the ear slot&amp;lt;/s&amp;gt; as of now you can.&lt;br /&gt;
* Paper can go on your head slot if you have written something on it (so it doesn&#039;t show up as a paper boat). Extra slot baby.&lt;br /&gt;
* You can drag the paper to your office.&lt;br /&gt;
* There is a zippo near the entrance. Use it with a paper in the other hand to burn the paper. (Make sure you only burn your faxes copy once you&#039;ve been given a reply) Burn important papers or faxes that would otherwise incriminate the Company. Or, just outright burn all faxes that don&#039;t make you look good after sending them.&lt;br /&gt;
* You can turn on squad comms from your headset to listen on whats going on and report it to the Company.&lt;br /&gt;
* Request aid when the situation gets really dire. For example when [[Aliens]] board the Almayer, write about how you&#039;re in danger and need immediate evac.&lt;br /&gt;
* Keep in mind that the Company is a Staff Member (Mod or Admin) or Fax Responder, just a person. But they have access to all sorts of information, so the things they&#039;re sending you or objectives they&#039;re giving you are because the game can allow it.&lt;br /&gt;
* It&#039;s very annoying to a fax responder if you request PMCs and weapons in every fax.&lt;br /&gt;
*Fax templates can be found [[Guide_to_Paperwork | Here.]]&lt;br /&gt;
&lt;br /&gt;
=What Else Should I Be Doing?=&lt;br /&gt;
First of all, make sure to talk with [[Survivor|survivors]] or colonists from the Planet as soon as they arrive. They might need medical attention, but after that. You can make a big fuss about talking to them before the Commanding Officer. The survivors typically don&#039;t have much to do after they arrive on the Almayer. The Liaison and survivors kind of rely on one another to be more fun.&lt;br /&gt;
&lt;br /&gt;
Tell them to sit down on the chair in front of the desk and buckle yourself into the comfy chair. Close the shutters. Introduce yourself and learn the survivor&#039;s name. Remember, you don&#039;t typically know their name yet. You should usually call survivors by their first name while the rest of the crew by their last name or nickname. Next, make them comfortable. Ask them if they want food or drink, maybe a fresh golden apple from the garden or some of the two drinks (Uncle Git and Aspen Beer) that sit on the desk in your quarters.&lt;br /&gt;
&lt;br /&gt;
Once the survivor is comfortable, all that&#039;s left is to ask them for their story. The survivor probably won&#039;t know much but they&#039;re responsible for writing the story while the Liaison keeps listening and asking questions and saying filler to keep the conversation going. Figure out these main points: When did the situation/outbreak start? What was the speed of the outbreak? Were there any other survivors? How do they feel about the Company? Will they stay quiet about this? The last 2 questions are for the end but remember you need to get the story from the survivor. Afterwards, you can let the survivor know that you&#039;ll arrange for an ID card (please actually do this if you do offer) and probably the Commanding Officer will want to speak with them so show them the way to the bridge. You can be present during this conversation too, or you could start writing the report to the Company. Make sure to exaggerate and blow things out of proportion, of course. Did the survivor face one of those xenomorphs down below and kill it? Well, write how he did but he crapped his pants while running away frantically before finally turning around and pulling the trigger.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t worry if all the survivors have different stories. They all saw the world down there differently. You could interject in the conversation with survivor Y only to tell them that survivor X told you something differently. You could do this at times to gauge their loyalty to the Company.&lt;br /&gt;
&lt;br /&gt;
Ask about their loyalty to the Company or gauge their loyalty to the Company, then write about that along with all the other information you gathered. If they were loyal then write he was loyal. If they are a risk to the Company, then write about that.&lt;br /&gt;
&lt;br /&gt;
Later, roam the ship and look for roleplay encounters. The Combat Information Center is a good place to start. As Corporate Liaison, one of the Commanding Officer&#039;s staff should give you some roleplay attention. If they don&#039;t, then complain about how unloyal the Command staff is and how they should be replaced with someone of your choosing. Who knows? Maybe the Company will send you orders to find a replacement. You can go to Medbay and see how the patients are doing or how the doctors are. Ask them about their work. You can wait in the Hanger and interview marines coming back, or sit and chat about a wide variety of topics. Sometimes, one of the Marines will want to roleplay. Bottom line: roam the ship and look for encounters.&lt;br /&gt;
&lt;br /&gt;
Remember that the Liaison is a bureaucrat. A Liaison doesn&#039;t solve problems with brute force or cunning, but through paperwork. Find samples of legal forms online and write condensed versions of them. Examples: contracts, liability waivers, affidavits, official notices to sue etc. Contracts and affidavits can be used at the beginning of the game to ensure the silence of the Command staff. For example, an affidavit or contract &amp;quot;of intent to protect and preserve&amp;quot; the property on Solaris Ridge can be used at the beginning of the game for the Commanding Officer to sign. Afterwards, you can sue the Commanding Officer for the damages he caused on Solaris Ridge while fighting the Xenomorphs by his Marines. If he doesn&#039;t sign then you can report to the Company that the Commanding Officer refused to sign. Ask survivors to sign liability waivers and silence waivers. Afterwards, if they breach the contract, let the Company know. The Command staff will surely want information out of the survivor but you met them first and had them sign the waiver. You write to the Company that you can use the liability waiver as an excuse to murder them too (ONLY if the Company gives the order). Official Notices to sue are fun. Roleplay suing someone is hilarious. With paperwork, the Liaison is essentially creating fictional problems that are big in your role&#039;s position. It&#039;s easier for the Company to give you orders to do something with a reason rather than without.&lt;br /&gt;
&lt;br /&gt;
A key to having fun as Liaison is to always put pressure on people and create problems. Not major issues, but make everything your personal issue so you can fax to the Company to complain and then ask for permission to do something about it. You don&#039;t want to divert too many Marines or the crew for your projects as they should be fighting or assisting the ground campaign.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Being an Antagonist=&lt;br /&gt;
* &#039;&#039;&#039;Do NOT Self-Antag.&#039;&#039;&#039; If you are doing a good job with roleplay and reporting to The Company with your fax machine, you &#039;&#039;&#039;MIGHT&#039;&#039;&#039; be given special goals. These goals &#039;&#039;&#039;MIGHT&#039;&#039;&#039; allow you to break some of the server rules, depending on the situation. If you are unsure, &amp;lt;code&amp;gt;ahelp&amp;lt;/code&amp;gt; FIRST.&lt;br /&gt;
* Causing harm to marines or damage to the Almayer without first contacting the Company through your fax &#039;&#039;&#039;WILL&#039;&#039;&#039; result in a job-ban and possibly a short server ban.&lt;br /&gt;
* You may *attempt* to bribe marines to work for you, however you do not outrank them (you are a civilian), and thus they don&#039;t have to listen to you. Usually 500-1000 dollars is enough to bribe someone to do your bidding, as long as its nothing severe. Never bribe someone to murder someone because they&#039;ll never accept if they&#039;re following the rules. Most Marines, by default, hate you because you&#039;re with the Company, but some roleplay as liking the company and will help you out even without a bribe.&lt;br /&gt;
* Only use the name of the Company in your bribes when they specifically ordered you to do something that would otherwise break the rules. Remember, you don&#039;t want to shame or incriminate the Company. &#039;&#039;&#039;You&#039;re the most loyal person on the ship to the Company.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Possible antagonist objectives:&lt;br /&gt;
* Eliminate the mercenaries.&lt;br /&gt;
* Eliminate a survivor because they don&#039;t have the Company&#039;s interests in mind.&lt;br /&gt;
* Collect X amount of samples, like Alien lifeforms.&lt;br /&gt;
* Retrieve or destroy something on the planet, such as some documents in the science dome.&lt;br /&gt;
&lt;br /&gt;
Tips&lt;br /&gt;
* You are the least cared about person aboard the Almayer, nobody cares if you&#039;re missing, use this to your advantage!&lt;br /&gt;
&lt;br /&gt;
* Books can be cut out with wirecutters in order to store normal, small and tiny items in, only one item fits in at a time, perfect for bribes or smuggling illicit goods into areas.&lt;br /&gt;
&lt;br /&gt;
* Your safe is not SAFE. It can be easily cracked, some admins may consider this as metagaming, (ahelp if you aren&#039;t sure). Create a secret compartment or storage somewhere in maintenance or in another safe area, your drinking glass box can hold small contraband, nobody is going to search it.&lt;br /&gt;
&lt;br /&gt;
* If you&#039;re on a map that has it, get the alcohol vendor from the colony, bribe an MT or engineer from one of the squads to get it, not only is this a great machine for roleplay, its bottles can be used to knock down anyone with a hit to the head for quick disposal of their body, plus some alcohols are more potent than others and can knock out if too much is drank, example is Jailbreaker Verte, experiment!&lt;br /&gt;
&lt;br /&gt;
* Bribe Req and an MT or the CE if you&#039;re lucky to hack the ASRS machine, say it&#039;s for exotic ingredients or carpet from the exotic crates, you can order a multitude of black market crates and other gear if you&#039;re feeling gimmick-like.&lt;br /&gt;
&lt;br /&gt;
* Bribes can get you far, try bribing an MT to edit your airlock so you can pulse a button and shock and or bolt your office doors, bribe the researcher for some warcrime grenades, make some low-grade bots and screwdriver them, then enable all of the spooky options which may be lethal, or just a nuisance to people passing by.&lt;br /&gt;
&lt;br /&gt;
* Special operations crates from requisitions have pistols that fire tranquilizer rounds, these are very effective since they come with silencers, so you can easily shoot your target from off-screen, wait until they&#039;re down, nab them and take them to somewhere more secure.&lt;br /&gt;
&lt;br /&gt;
* Stay in your boundaries. Nobody will ever suspect you, with the exception of the survivors, antagonist CLs happen so rarely that the MPs probably wont care, nor think you did anything wrong. It&#039;s very hard to scan a medibot that is injecting toxins into you for fingerprints, and you can just say you were trying to get away from it since your abdomen started hurting after it injected you for no reason. Unless you go out plainly and start shooting your target in plain sight (don&#039;t do this, you will fail, everyone is better equipped at combat than you with few exceptions), it&#039;s not going to be fun for your target. Try to be an engaging antagonist, and try to follow your objectives assigned by Weyland Yutani. With them, maybe you can get promoted and back to your desk job on the Gateway Station. Good luck in your endeavors Junior Executive.&lt;br /&gt;
&lt;br /&gt;
=PMCs=&lt;br /&gt;
Another resource that the Liaison has is the command of the [[Weyland_Yutani%27s_PMCs|Corporate PMCs]]. The PMCs can come randomly as one of the [[Responders]] called in emergency. They must ensure the Liaison&#039;s safety before doing anything else and have the primary mission of saving you. As such, they should obey all of your commands. If you are dead, they should then report to the Commanding Officer or Executive Officer of the Almayer.&lt;br /&gt;
&lt;br /&gt;
There is another corporate military group: [[Corporate Commandos|the Corporate commandos]], these guys don&#039;t report to the Corporate PMCs which makes them not respond to you, only to the Corporate High Command. Accordingly, you as a Liaison do not know of their existence, but the squad are informed about the Liaison&#039;s existence. This can be a problem, since their mission will be the elimination of everyone they see and that may or may not include you.&lt;br /&gt;
&lt;br /&gt;
=Tips and Suggestions=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==To Begin the Round==&lt;br /&gt;
----&lt;br /&gt;
* Set the Company relation status to LOYAL in your character profile.&lt;br /&gt;
* To have the best experience, log in to your fax machine to see if a Fax Responder is available. If not, then don&#039;t expect faxes from the Company.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
----&lt;br /&gt;
* Be acquainted with Marine law. Know your rights to keep your radio and to an appeal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Your Skillset=&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|vehicles=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&lt;br /&gt;
=Sources and Reading=&lt;br /&gt;
* [http://old-forum.cm-ss13.com/old/viewtopic.php?f=94&amp;amp;t=16445 [Guide&amp;lt;nowiki&amp;gt;]&amp;lt;/nowiki&amp;gt; How to be a Good-Enough Corporate Liaison]&lt;br /&gt;
* [http://old-forum.cm-ss13.com/old/viewtopic.php?f=94&amp;amp;t=7758 A Guide to the Corporate Liaison]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=40138</id>
		<title>Chief Medical Officer</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Chief_Medical_Officer&amp;diff=40138"/>
		<updated>2026-01-15T23:29:38Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #2175d9&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = MEDICAL / COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img = CMO.png&lt;br /&gt;
|jobtitle = Chief Medical Officer&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|rank = Second Lieutenant [Under 10hrs] / First Lieutenant [10hrs]&lt;br /&gt;
|superior = [[Commanding Officer]] / [[Executive Officer]]&lt;br /&gt;
|unlock = Ten hours as medical roles.&lt;br /&gt;
|duties = Oversee the Medical/Science Department. Heal people to full recovery.&lt;br /&gt;
|guides = [http://cm-ss13.com/wiki/Guide_to_Medicine Guide to Medicine], [https://cm-ss13.com/wiki/Surgery Surgery], [http://cm-ss13.com/wiki/Chemistry Guide to Chemistry]&lt;br /&gt;
|description = You have final authority over the medical department, medications, and treatments.&amp;lt;br&amp;gt;&lt;br /&gt;
Make sure that the doctors and nurses are doing their jobs and keeping the marines healthy and strong.&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
=Introduction=&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer (CMO)&#039;&#039;&#039; is &#039;&#039;&#039;responsible for the overall health of ALL staff&#039;&#039;&#039; of the [[USS Almayer]]. That means you should be in medical at all times, ensuring patients get treated so they can go out to get hurt or die again. Your job also includes overseeing the research department, which is usually [[Researcher|some researcher]] working on some sort of chemical!&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
You also have some limited authority over the [[Hospital Corpsman]], as you have absolute say (except if the [[Commanding Officer]], XO or aCO overrules you) over all medical procedures on and off of the Almayer.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Upon mission start you&#039;ll find yourself in the medical department in the center of the ship. Report for duty on the command channel &#039;&#039;&#039;&amp;lt;big&amp;gt;:v&amp;lt;/big&amp;gt;&#039;&#039;&#039; and then ask for the medical personnel to report in on the medical channel &#039;&#039;&#039;&amp;lt;big&amp;gt;:m&amp;lt;/big&amp;gt;&#039;&#039;&#039; so you can gauge your workforce and effectively distribute them tasks. Perform a medical briefing to detail to your subordinates what the current area the Almayer is visiting, any special conditions you or the area presents, and many more. Uninformed staff is ineffective staff. Let them know what they need to know.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Communication ==&lt;br /&gt;
When playing as the CMO you&#039;ll want to keep in contact with the medics (Note that they have a medical radio key for their headset, so they should have access to the medical channel) asking if they require any medical supplies. Make sure the pilots or medics are telling you when wounded are coming up (as the medevac system can bring back two wounded every few minutes on the dropships) so you can have a [[Doctor|doctor]] or a [[Nurse|nurse]] on standby in the Hangar to intercept and quickly get injured to the Medical Bay for efficient treatment. Remember that surgical beds and the surgical webbing are &#039;&#039;&#039;unreplaceable&#039;&#039;&#039; and that they should be safely put away when not in use.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Groundside Deployment ==&lt;br /&gt;
As the CMO you are given the option to deploy up to 3/4ths of your medical staff to the FOB and other secure locations in the AO. It is recommended that at least one [[Doctor|doctor]] be sent down for field surgery which can help greatly with groundside operations. However, remember that you are not allowed to deploy them to the FOB or other secure areas until &#039;&#039;&#039;second drop&#039;&#039;&#039; when the dropship leaves and comes back after briefing. The marines during this time will (hopefully) secure the FOB to ensure safety of your subordinates at the LZ. Ensure that the FOB is secure before allowing deployment, as not doing so counts as [[Marine Law|Neglect of Duty]] (NoD) and breaks [[Standard Operating Procedure]] (SOP). All your medical staff, while part of the USCMC as Second Lieutenants, are not battle ready or trained marines. Be sure to help them get ready for deployment to ensure they get marines treated as soon as possible. If they deploy without permission from you, you are authorized to send a [[Military Police]] Officer to arrest and escort them back to the ship for processing, though you may also choose to retroactively approve their deployment.&lt;br /&gt;
&lt;br /&gt;
You may also approve the deployment of [[Researcher|researchers]] in the rare event that they request to do so, usually for the purposes of retrieving intelligence or valuable assets from the FOB that the [[Intelligence Officer|Intelligence Officers]] have not sent up for whatever reason. These researchers, when deploying, are subject to the same rules for deployment as doctors (cannot leave the FOB/safety, must request permission prior to deployment, etc.), and ideally should not be staying inside the FOB to assume the duties of a groundside doctor, but rather, deployed researchers should only get what they need and return shipside as soon as possible. In emergency situations, however, deployed researchers may be allowed to assist with medical treatment groundside &#039;&#039;&#039;ONLY&#039;&#039;&#039; for the duration of the crisis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Duties =&lt;br /&gt;
Here is a basic list of your duties:&lt;br /&gt;
* Treating injured marines&lt;br /&gt;
* Overseeing the Medical Department&lt;br /&gt;
* Overseeing the Research and Development Department&lt;br /&gt;
* Overseeing the Almayer Doctors, Researchers, and Nurses&lt;br /&gt;
* Advising the Commander on matters of Health and Wellness&lt;br /&gt;
* Ensure the safety of any deploying medical staff&lt;br /&gt;
* Monitor the health and safety of all staff of the ship&lt;br /&gt;
* Process guests and visitors&lt;br /&gt;
* Beg the Intelligence Officers for more chemicals for research to analyze, research grants, and research documents.&lt;br /&gt;
* Secure any and all unusual fauna and flora not previously known to be present in the area of operation for further study.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
== Interacting with Guests ==&lt;br /&gt;
Sometimes the Almayer receives guests. Whether that be colonists from a planet they are visiting, Provost Inspectors doing an inspection, or PMCs from the W-Y Corporation and many more, you have to do your best to make sure they stay healthy and alive during their time on the ship. This section will detail the safest way of interacting with them. These will be the most common types of people you&#039;ll find out there. There&#039;s still plenty of fish in space, so remember that this guide is not all encompassing. Use your own judgement if you feel this advice is not sufficient for the situation at hand.&lt;br /&gt;
=== Dealing with Colonists ===&lt;br /&gt;
Usually conditions on the colonies are worse than those of the core worlds. It is best to make sure they are completely healthy upon their arrival and departure. Due to current reports of CLF uprisings and general instability and danger of the colonies in this outer sector, the colonists are more likely to be less cooperative with the USCM. Medbay is no exception to this.&lt;br /&gt;
*&#039;&#039;&#039;Corporate Colonists&#039;&#039;&#039; - From low ranking executives to entire colony managers. These people are often quite particular with how they are treated. Prioritize treating them first. Proceed with caution. Wouldn&#039;t want them filing a class action lawsuit against your department for accidentally giving them more medication than necessary to cover for mistakes you and your team makes.&lt;br /&gt;
*&#039;&#039;&#039;Regular Colonists&#039;&#039;&#039; - Distrustful but are often neutral to the USCM. They often work dangerous jobs that nobody else would take due to either new opportunities or the money involved. Ensure they get proper medical treatment as soon as possible.&lt;br /&gt;
*&#039;&#039;&#039;Colonial Marshalls or PMCs&#039;&#039;&#039; - Get ready for fights between them and the onboard Military Police. While uncommon, it is an inevitable scenario that will occur due to the different working culture of both parties involved. Be sure to give them proper time to talk, to help them get used to being on a large military vessel.&lt;br /&gt;
=== Dealing with Provost Inspectors ===&lt;br /&gt;
You&#039;ve been preparing for this day since the day you were hired. It is time to test you and your subordinates&#039; skills and how well you actually run Medbay. Here are a few key bullet points to remember during the inspection.&lt;br /&gt;
*&#039;&#039;&#039;Medbay must be clean&#039;&#039;&#039; - Medbay is a place where people are often being dragged in bloody, dirty, and dying. Be sure that every single square tile of medbay is sterile. You do not want to be caught lacking by the Inspectors. Nothing must be left on the floor, and tables should look neat and tidy. &lt;br /&gt;
*&#039;&#039;&#039;Automated Storage must be stocked with medicine&#039;&#039;&#039; - They will check how well stocked Medbay is, and this is a common place they start. Always make sure that there is at least &#039;&#039;&#039;5 or more different&#039;&#039;&#039; non-vendable pillbottles inside the vendor at all times. Recipes for these can be found in the Chemistry guide.&lt;br /&gt;
*&#039;&#039;&#039;Store and move bodies&#039;&#039;&#039; - It shouldn&#039;t even have to be a reminder but do not leave any corpses outside of or inside of Medbay. Get them transferred to the morgue or Research containment cells as soon as possible. It is a common sight to see Medbays overwhelmed with dozens upon dozens of corpses due to nobody ever being bothered to move them.&lt;br /&gt;
*&#039;&#039;&#039;No used needles, injectors, and random floor pills&#039;&#039;&#039; - A common sight, and one that will get you in trouble. It is against marine law to have medical supplies not in any secure containers (medkits, syringe containers, boxes staff prep room, storage room). This is the most tedious and most important one to remember, as this is what makes or breaks Medbay Provost inspections.&lt;br /&gt;
*&#039;&#039;&#039;No unauthorized modifications to Medbay&#039;&#039;&#039; - The Medbay is created the way it is for a reason. Any modifications not approved by CIC will be deducted from your final score accordingly.&lt;br /&gt;
=== Dealing with W-Y Personnel ===&lt;br /&gt;
W-Y corporation supplies almost everything you have on the ship. This a commonly known fact, but sometimes your research department or medical department will encounter something that could effect everyone else greatly. &lt;br /&gt;
==== The Corporate Liaison ====&lt;br /&gt;
The Corporate Liaison is there to be able to best represent the interests of W-Y. Remember that whenever you or your subordinates interact with them. Wouldn&#039;t want one doctor going rouge and beating the CL to death, for instance. That would be bad for business. Maintain a close relation with the CL to ensure that relations won&#039;t sour.&lt;br /&gt;
==== PMCs (Private Military Contractors) ====&lt;br /&gt;
PMCs can range from standard grunts in dashing white armor, to almost terminator-like Corporate Commandos sent to do special missions. You most often see them bodyguarding the Liaison, or arriving in a dropship as additional support troops ordered by the CL. There are many ways for you to encounter these people, but here are 2 of the most probable things that could happen:&lt;br /&gt;
====== Asset Extraction ======&lt;br /&gt;
W-Y has many motivations usually kept top secret. While not a bad thing, it can often lead to situations when people that are left in the dark act in ways  not preferable otherwise. One of these &amp;quot;acts&amp;quot; is Asset Extraction. Where a PMC squad is sent in to secure some corporate assets either wherever the Almayer is visiting or on the Almayer itself. Their targets are often high profile, and are important to the longevity of W-Y. It is advised to process them quickly and let them work, unless they start disrupting shipside Medbay activities. Then you may begin to intervene.&lt;br /&gt;
====== Chemical Retrieval ======&lt;br /&gt;
Sometimes a special chemical with a special chemical property will be found by the researchers. Be on the lookout for [[#DDI|DDI]] or DNA disintegrating. It should be obvious from the name alone what it does, and needs no further explanation. W-Y will automatically send PMCs to respond to obtain the formula and a sample of the chemical. Before the PMCs do arrive, already start getting ready for them to get there. This is the most simple way to get ready:&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;1. Inform the CO, XO, CMP, and CL about the newly discovered chemical. This can be done either through &amp;lt;big&amp;gt;:v&amp;lt;/big&amp;gt; (Command Comms) or &amp;lt;big&amp;gt;:m&amp;lt;/big&amp;gt; (MedSci Comms).&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;2. Get researchers to make copies of the chemical as well as copies of its formula&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;3. Await for the PMC/s arrival&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;4. Process them just like any other guests and escort them to research&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;5. Hand over the chemical sample (at least 30u or more) and copies of the formula&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;6. Ensure the PMC/s depart safely&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
While special circumstances may change this, this is the standard procedure in how to deal with PMC arrival for Chemical Retrieval. Always refer to any orders that the XO, aCO, or CO will make during this time.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
= Medbay Supplies =&lt;br /&gt;
To accomplish your task, High Command has supplied you and your subordinates with the latest and greatest in corporate medical technology!&lt;br /&gt;
In the medical department of the ship, you should be able to find:&lt;br /&gt;
* Three cryogenic cells.&lt;br /&gt;
* Two chemistry departments (1 in the northwest of Lower Medbay and 1 southwest of research).&lt;br /&gt;
* A Medbay Reception Room located in the center of Lower Medbay.&lt;br /&gt;
* A Medbay Staff Preperation room in Lower Medbay.&lt;br /&gt;
* Four operating theatres in Lower Medbay, with a fifth in Upper Medbay in the morgue that is meant for autopsies. &lt;br /&gt;
* Two autodoc medical systems.&lt;br /&gt;
* A room with 6 Cryosleep pods.&lt;br /&gt;
* Four dialysis machines.&lt;br /&gt;
* Four body scanners.&lt;br /&gt;
* Several charged defibrillators, and three rechargers.&lt;br /&gt;
* A single Portable Dialysis Machine in the Lower Medbay Storage Room.&lt;br /&gt;
* A single surgical webbing Lower Medbay Storage Room.&lt;br /&gt;
* A single empty pressurized reagent canister in the Lower Medbay Storage Room Wall Compartment.&lt;br /&gt;
* A USCM medical field tent for deploying surgeons.&lt;br /&gt;
* Many medical kits.&lt;br /&gt;
* 4 Blood Vendors.&lt;br /&gt;
* 5 Weymed Vendors.&lt;br /&gt;
* 3 First Aid Vendors.&lt;br /&gt;
* A single crewmate health tracker in the Lower Medbay&lt;br /&gt;
* 3 Wheel Chairs in Lower Medbay.&lt;br /&gt;
* Several IV drips scattered all throughout Lower Medbay.&lt;br /&gt;
* Several miscellaneous supplies inside of the treatment area in the east side of Lower Medbay.&lt;br /&gt;
* A bunch of other supplies which can be vended from the medical vendors.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==Your Skillset==&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|endurance=1&lt;br /&gt;
|leadership=2&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|research=1&lt;br /&gt;
|police=1&lt;br /&gt;
|jtac=3&lt;br /&gt;
|intel=1&lt;br /&gt;
|fireman=1&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
To find out about how the skill system works head over to the [http://cm-ss13.com/wiki/The_Skill_System skills system page].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Additional Reading==&lt;br /&gt;
*[http://cm-ss13.com/viewtopic.php?f=94&amp;amp;t=10868 The Medbay Commandments]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Freelancers&amp;diff=40137</id>
		<title>Freelancers</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Freelancers&amp;diff=40137"/>
		<updated>2026-01-15T23:29:26Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Freelancers =&lt;br /&gt;
[[File:Freelancers.png|thumb|right|300px]]&lt;br /&gt;
The term Freelancers come in various forms. Whether one is an independent entrepreneur selling services or a Freelance worker offering their labour for cash. In the business of killing and protecting, the term Freelancers are usually associated with a group of mercenaries that bare such a moniker. These Freelance Mercenaries have become a small but noticeable security firm that has grown somewhat popular in the outer rim of the galaxy. Yet many sovereign nations view them as a nuisance because of the many questionable activities they&#039;ve conducted. None the less they&#039;re the least hated group in the galaxy as they&#039;ve usually kept out of any major incidents that would reflect poorly on the Freelancers. Their alignment in the grand scheme of things usually favour those who pay them, with or without ethics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Though mercenaries have been active throughout human history, many work either by themselves or for the PMCs W-Y employs. One such man, known as “Python” was the leader of a small but noticeable band of guns for hire. These mercenaries slowly gathered more and more recruits as demand for their services increased. This necessitated the official formation of the “Freelancers guild” to manage the increase in demand.&lt;br /&gt;
The Freelancers guild or the Freelance Mercenaries officially formed during the later years of the colonisation efforts that spanned the known galaxy. Some viewed them as nothing more than a cheaper and worse alternative to security forces, like the USCM and other security firms. Other colonists saw them as the better option due to their availability to protect them, for a modest price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their central base of operations is an old retrofitted mining asteroid located between the UA and TWE border nicknamed “Inner Sanctuary” due to being just outside the legal reach of the law. It is also where they train their mercenaries. Usually where there’s a colony in the outer rim, there’s a small Freelancer outpost, in which the mercenaries are stationed. In the Neroid Sector, they operate the Irkala Station, a trading hub for commerce and a base of operations to send out Freelancers for assignments. Since the Dust Raiders left the system quite some time ago, they’ve received a lot more demand for their services and they are quite keen to supply them with protection for the right price.&lt;br /&gt;
&lt;br /&gt;
== Equipment and Training ==&lt;br /&gt;
The Freelancer mercenaries are a mixed bag when it comes to general competence and equipment. Some are either eager colonists that want to seek adventure among the stars, while others see it as an opportunity to get out of their current situation, whether it is to pay off their debts or just down on their luck. When contracted into the Freelancer&#039;s guild, they’re issued a uniform and a surprisingly well crafted armour set almost rivalling the protection of lesser militaries. The firearms are reliable for their troubles, even considering the age of them. They&#039;ll be paying off the equipment during the course of their contract. Some prefer to bring their own equipment, which usually consists of personal weapons and or attachments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Freelancers are trained by retired instructors from various militaries around the galaxy. They aren’t as disciplined as normal bootcamp grunts since their main motivation is the price rather than pride of service. Their firearms prowess on the other hand is similar to the soldiers fresh out of bootcamp. The Freelance unit leaders are trained by the Lieutenants of Python. They receive much more diverse training in both leadership and first aid to properly lead the Freelancers they’re assigned to.&lt;br /&gt;
&lt;br /&gt;
== Elite Department ==&lt;br /&gt;
The Freelancer guild employs mercenaries to conduct security, funding their operations. They also have a mining and salvage operation to further increase their funding. This is mostly kept as another part of the guild, so they do employ a more professional and elite mercenary group in the mining and salvage operations for “protection”. This group is far better trained and equipped, than the bog standard Freelancers that are contracted into service. They could even rival the infamous PMCs that W-Y owns. Yet such notions are rather speculative, for now.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
After the loss of the Dust Raiders in Neroid Sector. The Freelancers saw this as a prime opportunity to commandeer the munitions and supplies from the now abandoned USCM bases in the sector. They scavenged through the outposts taking anything they could find. Though the Dust Raiders did manage to relocate most of their supplies back to their ship, they did have to scuttle a good portion of their munitions that they couldn’t bring back. Luckily for the Freelancers and other interested parties, they stumbled upon small supply caches the Dust Raiders failed to destroy. This gave them access to more modern firearms of the time, which also allowed them to sell USCM weapons on the black market to deepen their pockets.&lt;br /&gt;
&lt;br /&gt;
== Ranks ==&lt;br /&gt;
==== Mercenaries====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:Merc_Standard.png]]&amp;lt;br&amp;gt;Freelancer Mercenary&lt;br /&gt;
|A Regular Freelancer  Mercenary. Contracted to fight for their paychecks for 2 years. Their skills are quite diverse due to many of them coming from either colonies or retired soldiers that can&#039;t stay away from the battlefield. Though general competence varies from merc to merc. The Mercenary&#039;s equipment, while dated are as effective as any modern day soldier on the battlefield.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Merc_Medic.png]]&amp;lt;br&amp;gt;Freelancer Medic&lt;br /&gt;
|A Freelancer Mercenary Medic. Similar to the bog standard mercenaries, they come from the colonies to seek adventure or profit among the stars. These medics are usually retired or disgraced medical personnel who want to continue with their craft. These mercenaries medics are comparable to Squad Medics of any military. Their equipment is similar to them as well with defibrillators and medical belts to boot. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Merc_Leader.png]]&amp;lt;br&amp;gt;Freelancer Officers&lt;br /&gt;
|The Freelancer  Mercenary Officers are the brains of any operation and negotiation. These Officers are better trained than the Regular Mercenaries on leadership as well as being a substitute for medics. They&#039;re equipped with similar weaponry to the regular mercenaries, tactical binoculars and a surprisingly protective beret to let your Freelancers know who&#039;s in charge.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Elite Mercenaries====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:##00000000;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:Elite_Merc_Miner.png]]&amp;lt;br&amp;gt;Elite Mercenary Miner&lt;br /&gt;
|An Elite Mercenary Miner. In the salvage fields and in the mine-shafts, they&#039;re glorified labourers with fancy and protective armor to shield them from accidents that may happen during mining and salvage operations. Yet for those in the know, they are highly skilled soldiers in the field of combat. The firearms they wield are the same as normal Freelancers but they are much better trained with what they have than any soldier on the battlefield. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Elite_Merc_Enforcer.png]]&amp;lt;br&amp;gt;Elite Mercenary Enforcer&lt;br /&gt;
|The Elite Mercenary Enforcers are the security personnel during salvage and mining operations. They are equipped just like any other mercenary in the Freelancers but get the same training as the other Elite Mercenaries. Rumours have it, is that the Enforcers are trained by Python himself in the art of combat.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Elite_Merc_Engineer.png]]&amp;lt;br&amp;gt;Elite Mercenary Engineer&lt;br /&gt;
|Elite Mercenary Engineers are a jack of all trades when dealing with electronics, demolition or bog standard construction. Just like the other Elite Mercenaries, their training is the same in terms of combat prowess but they specialise in the engineering aspects of salvage and mining.&lt;br /&gt;
|}&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Responders&amp;diff=40136</id>
		<title>Responders</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Responders&amp;diff=40136"/>
		<updated>2026-01-15T23:28:55Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = PMC-Standard.png&lt;br /&gt;
|jobtitle = Responder&lt;br /&gt;
|rank = Depends on role&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Depends&lt;br /&gt;
|unlock = Ship distress signal; ghosts only.&lt;br /&gt;
|duties = Answer the distress call and help the marines or work against them.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = (Unavailable)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&#039;&#039;This is USS Almayer, calling anyone... &lt;br /&gt;
Mayday, Mayday...We are under attack...&#039;&#039; &lt;br /&gt;
&#039;&#039;They are everywhere, we are losing our crew fast!&#039;&#039;&lt;br /&gt;
&#039;&#039;Mayday...Please help...This is USS Almayer...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Tocright}}&lt;br /&gt;
&#039;&#039;USS Almayer? Come in, USS Almayer!&lt;br /&gt;
Can you hear me?&#039;&#039; &#039;&#039;Come in, USS Almayer!&#039;&#039;&lt;br /&gt;
&#039;&#039;... Hang in there, Almayer! Help is on the way!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The frontiers of space can be a dangerous place: pirates, raiders and rebels frequently attack colonies and lone ships wandering in space. The military sometimes can&#039;t reach those places (or sometimes, those people want to be VERY far away from the military), for solving those problems, many mercenary groups have formed to defend those people... or at least fight for the ones that need a gun for hire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
If the marines are outgunned by the aliens or any other potential threat, the [[Commanding Officer]] can send a distress call to anybody in the nearby space vicinity, if heard by a nearby ship a &#039;&#039;&#039;Response Team&#039;&#039;&#039; (Or either &#039;&#039;&#039;a Pod full of [[Aliens]]&#039;&#039;&#039; or &#039;&#039;&#039;an empty shuttle with limited supplies&#039;&#039;&#039;) will be signalled as hearing the signal for help, from this a Response Team will dock with the Almayer. The game randomly dictates which of the Response Teams will be chosen for deployment, however these Response Teams can also be chosen by an admin to either help get the round moving or to deal with an in game event (Such as the Corporate Liaison requesting help).&lt;br /&gt;
&lt;br /&gt;
To join a Response Team you need to set your &amp;quot;Toggle Special Role Candidacy&amp;quot; for Response Team to enabled and then when a Response Team message pops up go to the Ghost tab and click on &amp;quot;Join Response Team&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Friendly/Neutral Space Factions ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |Friendly/Neutral Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Merc_Leader.png|64px|link=Freelancer Mercenaries]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Freelancer Mercenaries]]&#039;&#039;&#039;&lt;br /&gt;
|They&#039;re a collection of ex-Colonists in the Neroid Rift sector, who have banded together to form a mercenary group, and as such have been the lawmen-for-hire in the sector from 2181 to 2189. The &#039;&#039;&#039;Freelancer Mercenaries&#039;&#039;&#039; are mostly good willed, but they are almost entirely motivated by money rather than ethics. The least hated faction in the sector, though ironically they can be either hostile or friendly towards everyone.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Mercenaries will assist on the &#039;&#039;&#039;defence of the USS Almayer&#039;&#039;&#039;, for as long as &#039;&#039;&#039;their conditions or promises are met upon taking up the contract&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning&#039;&#039;&#039;: There is a chance for the Freelancers to be &#039;&#039;&#039;HOSTILE&#039;&#039;&#039; when they are spawned.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px|link=Weyland_Yutani%27s_PMCs]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Weyland Yutani&#039;s PMCs]]&#039;&#039;&#039;&lt;br /&gt;
|The largest PMC force in the sector, the &#039;&#039;&#039;W-Y&#039;s military consultants&#039;&#039;&#039; is a subsidiary of the Weyland Yutani. They were originally an independent PMC on Earth, but they were bought out by Weyland Yutani and started to provide security to the outer rims of space, which became a rapidly growing sector at the time. Now, the PMC provides services of all kinds to governments and companies, they also provide security to corporate facilities, space stations and colonies. PMCs are the most similar to the USCM in playstyle, but they wield weapons far more powerful than the USCM on average.&lt;br /&gt;
&lt;br /&gt;
The PMC teams will report &#039;&#039;&#039;directly to the Corporate Liaison&#039;&#039;&#039;. If they are killed, they will report to whoever is in command. Their primary mission is the &#039;&#039;&#039;survival of the Corporate Liaison&#039;&#039;&#039;, and once that is ensured, to take &#039;&#039;&#039;suggestions from the commanding officer&#039;&#039;&#039; on how best to help.&lt;br /&gt;
|-&lt;br /&gt;
![[File:RMC-Standard.png|64px|link=Royal Marines Commando]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Royal Marines Commando]]&#039;&#039;&#039;&lt;br /&gt;
|TBA&lt;br /&gt;
RMC forces report to their commander firstly, and in the absence of orders from RMC high command, they are to report directly to USCM Command. Their objective is to render aid and assist any USCMC forces in their operations zone. &lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_leader.png|64px|link=Military_Contractors]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Military Contractors]]&#039;&#039;&#039;&lt;br /&gt;
|One of the largest Private Military Companies operating out of the UA, Vanguard&#039;s Arrow Incorporated is an independent company, fulfilling high-profile contracts for the highest bidder, which is often the [[USCM|USCM]], other armed forces of UA member states, or companies that cannot afford their own PMC force. They are at odds with W-Y and their PMC teams, being actively payed to engage in hostile actions against them. Contractors are, like their WY counterparts, also most similar to the USCM in playstyle, but they use standard USCM weapons and ballistic vests instead of the advanced weapons and armor that WY PMCs are equipped with.&lt;br /&gt;
&lt;br /&gt;
Military Contractor teams report to their team leader first and foremost, but in absence of orders from VAI Command, they are to &#039;&#039;&#039;report directly to USCM Command&#039;&#039;&#039;. If the team is unable to find a ranking officer, they are to operate autonomously in tandem with any USCM forces found. Their primary mission is the &#039;&#039;&#039;assistance of the USCM force&#039;&#039;&#039;, and to &#039;&#039;&#039;steal any and all WY research, technology, or secrets&#039;&#039;&#039; found on-site &#039;&#039;&#039;without arising any suspicions from USCM forces.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:CBRN_Riflemen.png|64px|link=CBRN_Response_Team]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[CBRN Response Team]]&#039;&#039;&#039;&lt;br /&gt;
|A highly specialised marine response team tasked with securing or fighting in Chemical, Biological, Radiological and Nuclear environments. Armed with flamethrowers, fire retardant suits and the knowledge of the XX-121 alien. Their task is to exterminate all threats within their area of operation.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CMB_Marshal.png|64px|link=The_Colonial_Marshal_Bureau]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Colonial Marshal Bureau|Colonial Marshal Bureau]]&#039;&#039;&#039;&lt;br /&gt;
|The Colonial Marshals Bureau is the law enforcement arm of the United Americas operating across the Outer Rim. They serve as federal-level investigators and peacekeepers, answering not to corporations or military commands, but to Colonial Law and the Interstellar Commerce Commission (ICC). The Marshals are tasked with rooting out corruption, enforcing interstellar law, and protecting colonial citizens, especially in regions where corporate overreach and military presence are unchecked.&lt;br /&gt;
&lt;br /&gt;
The CMB consists of standard investigation teams (1 Marshal , Deputies and a Investigative Synthetic) and may include ICC Liaisons or Interstellar Human Rights Observer. In emergency scenarios, specialized Riot Control Units (SWAT) can be deployed from Anchorpoint Station for containment operations, utilizing non-lethal gear and breaching tools.&lt;br /&gt;
&lt;br /&gt;
CMB teams do not take orders from the USCM, but will cooperate during distress situations, and may request QRF support from Anchorpoint’s stationed Colonial Marines if overrun.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:WY_COMMANDO_LEADER.png|64px|link=Corporate_Commandos]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Corporate Commandos]]&#039;&#039;&#039;&lt;br /&gt;
|A secretive black-ops unit under the direct control of W-Y High Command, the &#039;&#039;&#039;Corporate Commandos&#039;&#039;&#039; are deployed only in the most critical and classified operations. Unlike the Company&#039;s PMCs, they are not mercenaries or contractors, they are loyal internal assets trained and equipped to carry out high-risk missions involving xenomorph containment, asset recovery, and suppression of corporate threats.&lt;br /&gt;
&lt;br /&gt;
The Commandos are composed of elite human operatives selected for loyalty, discretion, and combat expertise. Outfitted with advanced weaponry and cutting-edge equipment, they operate with little oversight and report directly to W-Y High Command. They are not aligned with the USS Almayer’s command structure and do not answer to the USCM or the Corporate Liaison.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:Pizza.png|64px]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Pizza Delivery Company&#039;&#039;&#039;&lt;br /&gt;
|To boldly &#039;&#039;&#039;deliver pizza&#039;&#039;&#039; where no deliveryman has gone before.&lt;br /&gt;
&lt;br /&gt;
One highly trained deliveryman will be deployed with an assortment of refreshing beverages and a choice of pizza to restore the morale of the Marines on the Almayer.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Very rare spawn&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hostile Space Factions ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; ;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |Hostile Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Leader.png|64px|link=UPP#Response_Team]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[UPP#Response_Team|The Union of Progressive Peoples]]&#039;&#039;&#039;&lt;br /&gt;
|The &#039;&#039;&#039;Union of Progressive Peoples (U.P.P)&#039;&#039;&#039; is a powerful socialist block that rivals the United Americas in many respects. Being highly territorial and relatively secretive, the UPP maintains very little communication with those outside their borders. Their inner workings are largely a mystery.&lt;br /&gt;
&lt;br /&gt;
Since their territorial area is highly strict, their goal is to &#039;&#039;&#039;assault the recent USCM force (The Falling Falcons) and eliminate anyone onboard the USS Almayer&#039;&#039;&#039;, to preserve Tychons Rift&#039;s fragile UPP presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warning:&#039;&#039;&#039; There is a small chance for the UPP to be friendly during their response. Rendering aid to the marines rather than repelling them from the area.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Leader.png|64px|link=The Colonial Liberation Front]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Colonial Liberation Front]]&#039;&#039;&#039;&lt;br /&gt;
|The &#039;&#039;&#039;Colonial Liberation Front&#039;&#039;&#039; are an organized group of colonists who believe the Neroid sector is not part of the United Americas. They have grown used to their independence which they have &amp;quot;achieved&amp;quot; over the years; subsequently, they consider the withdrawal of the Dust Raiders, and the diminished presence of the Colonial Marshals, to be proof of their independence.&lt;br /&gt;
&lt;br /&gt;
The CLF&#039;s goal is to &#039;&#039;&#039;repel the USCM Falling Falcons Company and the USS Almayer from Neroid Sector at all costs&#039;&#039;&#039; using lethal force.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Deathsquad ==&lt;br /&gt;
The Deathsquad, also know as the Commando&#039;s, is a special event, they are not available through regular gameplay and can only be only activated by admins. When active, they will all spawn from ghosts and will have one mission: kill everybody aboard the Almayer, Alien or Marine. For this, they will have a special equipment to kill and protect from damage more efficiently.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |Deathsquad&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Whiteout_TEAM_LEADER.png|link=Whiteout]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Whiteout]]&#039;&#039;&#039;&lt;br /&gt;
|A classified black-ops extermination unit developed by W-Y High Command, the Whiteout Team is composed entirely of advanced synthetic combat droids engineered specifically for biohazard containment and witness suppression. Unlike PMCs or synthetics, these androids are purpose-built for war and programmed with unwavering loyalty to the corporation. They are deployed only when a situation has spiraled beyond control, when cleanup requires absolute precision and zero compromise.&lt;br /&gt;
&lt;br /&gt;
Their primary directive is to eradicate all evidence of xenomorphic infestation and eliminate any unauthorized personnel who may jeopardize corporate secrecy. This includes the full liquidation of crew and assets aboard the USS Almayer.&lt;br /&gt;
&lt;br /&gt;
Each unit is equipped with the most advanced warfare technology W-Y has to offer. Outfitted with the prototype M7X “Ape Suit” series, designed to withstand xenomorph acid blood and heavy gunfire, they are built to endure the harshest combat environments. Their arsenal includes the [[Non-USCM Equipment|M41A/2 Pulse Rifle]] for standard engagements, the [[Non-USCM Equipment#Flammenwerfer 3 Heavy Incineration Unit|Flammenwerfer 3 Heavy Incineration]] Unit for close-quarters purging, and, in select models, a reverse-engineered optical camouflage system derived from recovered Yautja technology, allowing them to become nearly invisible before the kill.&lt;br /&gt;
They are a force not to be messed with.&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Commando_Leader.png|64px|link=Union of Progressive Peoples Commandos]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Union of Progressive Peoples Commandos]]&#039;&#039;&#039;&lt;br /&gt;
|Little is known of the UPP, even less about the &#039;&#039;&#039;UPP Commando forces&#039;&#039;&#039;. It is a highly organized and covert ops army division issued by UPP High Command. Not much known about them, they&#039;re highly trained and well equipped to the best equipment they can take. This group has their own special missions issued by UPP High Command, as well as &#039;&#039;&#039;killing everyone who are not soldiers, glorified to the UPP&#039;&#039;&#039;.&lt;br /&gt;
Like the Corporate Commandos, these commandos are armed and are a force to be reckoned with. They&#039;re armed with the [[Marine_Equipment#Military Armor|heaviest armor]] available to their hands as well as their [[Marine_Equipment#Union of Progressive People Equipment|specially modified Type 71 carbines]] to eliminate any witnesses easily and silently. Take caution when fighting them head-first, it&#039;s a suicide mission.&lt;br /&gt;
|-&lt;br /&gt;
![[File:MARSOC.png|64px|link=MARSOC]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[MARSOC]]&#039;&#039;&#039;&lt;br /&gt;
|Part of the special operations arm of the USCM and UAAC. Comprised of the best of the best the USCM and UA can offer. With highly engineered equipment that even rivals and potentially outmatches the fearsome UPP and Corporate Commandos.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
== Inspections ==&lt;br /&gt;
These ERTs may be used as staff as a reaction to player activity, particularly on board the main ship itself. Each may be used to address specific, IC issues on the ship. All of these ERTs are held to the highest standard when interacting with other players and are expected not to be a direct, hostile threat - which does not mean that they are always guaranteed not to be antagonistic in nature. &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |Inspection ERT&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[USCM High Command Inspector]]&lt;br /&gt;
|A Staff Officer and a Squad Engineer to act a consultant and help as needed, this ERT is part of a planned or unplanned general inspection sent by the USCM itself. &lt;br /&gt;
&lt;br /&gt;
This Inspection most likely to be sympathetic towards the crew of the USS Almayer and also probably the least severe of the group - as long as the ship is in proper working order and everyone on board knows what they&#039;re doing, a passing grade is near guaranteed! It is always a good idea to try and impress a USCM inspector - who knows who may be watching, listening or both and what rewards or punishments may be dolled out based on what the Inspector finds.&lt;br /&gt;
|-&lt;br /&gt;
![[Provost Inspector]]&lt;br /&gt;
|An Inspector of the USCM Provost&#039;s Office along with a Provost Enforcer, sent directly to the Brig to investigate the MP department, their sentencing and any other ML Enforcement issues that may have arisen during the round. &lt;br /&gt;
&lt;br /&gt;
The Inspector has final say over any ML issues that may arise and as such is held to the highest standard per their own knowledge of [[Marine Law]] and [[Standard Operating Procedure]]. While the [[USCM Provost&#039;s Office]] is formally part of the Marines and is compelled to act in their best interest, immidiate justice may not always seem like it serves the needs of the Operation at hand - something worth remembering while dealing with officials of the Provost.&lt;br /&gt;
|-&lt;br /&gt;
![[UAAC-TIS Intelligence Officer]]&lt;br /&gt;
|An Intelligence Officer (or in rarer cases a Secret Agent) of the [[UAAC-TIS]] - a Naval Intelligence agency working directly under United Americas Allied Command - sent on board the USS Almayer either to retrieve or deliver critical intelligence by orders of their Handler or to investigate cases of abuse of Marine Law, especially if the people involved are commissioned or otherwise high ranking officers of the USCM. &lt;br /&gt;
&lt;br /&gt;
Unlike the [[USCM Provost&#039;s Office]], [[UAAC-TIS]] Agents are not compelled to work in the USCM&#039;s best interest and care is required when dealing with them. In theory they have the right to temporarily request any United Americas assets to aid in their mission of recovering and distributing intelligence and have the right of making Law related calls like a Provost Inspector or Marshal does, but in practice they may have ulterior motives and pose an indirect threat to the Operation. &lt;br /&gt;
|-&lt;br /&gt;
![[Corporate Inspector]]&lt;br /&gt;
|Comprised of a Investigator and Detainer. sent in from the USS Royce should [[W-Y|Weyland-Yutani]] suspect that their on-board Liaison or other employees need a reminder on where their loyalties lie. &lt;br /&gt;
&lt;br /&gt;
This ERT&#039;s primary objective is to make sure that everyone working for the Company remembers where their loyalties lie and should there be any issues with executing the will of their superiors make sure that those issues are resolved to everyone&#039;s satisfaction. Depending on what they find, extra help may be sent to the on-board Liaison... Or the Liaison may disappear form the ship, never to be heard from again. &lt;br /&gt;
|}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Special Factions ==&lt;br /&gt;
These factions will only appear during pre-determined events or admin events only. For the case of the Iron Bears, they&#039;re removed.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |Mercenary Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:MilitaryPolice.png|link=Riot Military Police ERT]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Riot Military Police ERT]]&#039;&#039;&#039;&lt;br /&gt;
|A squadron of Military Police sent into quell marines that have gotten out of control, or to extract important prisoners of note. Packing full riot gear, with tactical shotguns and teargas grenades, they will restore order and bring lawbreakers to justice.&lt;br /&gt;
|-&lt;br /&gt;
![[File:HEFA_Knights.png|link=HEFA Knights ERT]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[HEFA Knights ERT]]&#039;&#039;&#039;&lt;br /&gt;
|The &#039;&#039;&#039;Holy Order&#039;&#039;&#039; of the HEFA Knights stand proudly as the true crusaders of shrapnel explosives. Armed with explosive resistant armour and M40 High Explosive Fragmentation grenades, these true heroes of the galaxy shall show the unbelievers the true power of HEFA.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Gladiator.png|64px|link=Gladiators]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Gladiators]]&#039;&#039;&#039;&lt;br /&gt;
|Combatants armed with a shield and a sword as well as the skills to use it. They will fight to the death to entertain and achieve any task given to them with the utmost dedication and ferocity. Irrespective of their origin, gladiators offered spectators an example of Ancient Earth&#039;s Roman martial ethics and, in fighting or dying well, they could inspire admiration and popular acclaim.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Dozens.png|link=Dutch&#039;s Mercenary Team]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Dutch&#039;s Mercenary Team]]&#039;&#039;&#039;&lt;br /&gt;
|The &#039;&#039;&#039;Dutch&#039;s Mercenary Team&#039;&#039;&#039; are a small, yet powerful group of mercenaries specialized in jungle warfare, serving the US government. Its members are trained to fight with low tech weapons and equipment, learning special survival techniques and how to conduct guerrilla warfare. They employ very older or outdated weapons such as the M16A2 and the M60, however, they are &#039;&#039;extremely&#039;&#039; well trained to use these weapons, often better than any marine with a M41A.&lt;br /&gt;
&lt;br /&gt;
The team became specialized in fighting a mysterious alien &#039;&#039;predator&#039;&#039;, expect them on the battlefield helping the Colonial Marines fight them.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Standard.png|link=Marines]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Marines|Marine Reinforcements]]&#039;&#039;&#039;&lt;br /&gt;
|As time passes by in [[Whiskey Outpost]], &#039;&#039;&#039;Marine Reinforcements&#039;&#039;&#039; from the &amp;quot;Dust Raiders&amp;quot; battalion will arrive. They consist of a normal marine squad without any specialties from any of the different ERTs mentioned. Both the reinforcements and the Dust Raider garrison share the same objective, &#039;&#039;&#039;to hold out Whiskey Outpost&#039;&#039;&#039; so that the Dust Raider garrison will station at LV-624 and alien forces in LV-624 will be repelled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not available in normal rounds.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ironbear.png|64px|link=The Iron Bears]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[The Iron Bears]]&#039;&#039;&#039;&lt;br /&gt;
|The &#039;&#039;&#039;Iron Bears&#039;&#039;&#039; are a special forces group from the USSR. While the USSR and the US/UA are at peace and officially co-operating, the USSR still wants USCM technology. On average Iron Bear weapons are typically slightly less effective than their USCM counterpart, but this is compensated by their weapons usually having a very large ammo supply.&lt;br /&gt;
&lt;br /&gt;
The Iron Bears will defend themselves from Alien harm, but will &#039;&#039;&#039;attempt to seize the ship&#039;&#039;&#039; as soon as they can, with the focus (and their goal) of reaching the Combat Information Center to trigger the lockdown and contacting USSR for reinforcements.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Game Hunter.png|64px|link=Professor Von Bandolier]]&amp;lt;br&amp;gt;&#039;&#039;&#039;[[Professor Von Bandolier]]&#039;&#039;&#039;&lt;br /&gt;
|Professor Von Bandolier is the most esteemed game hunter who has now ventured beyond the stars looking for the largest and or most lethal creatures to shoot, behead and put on the walls of his luxury cabin.&lt;br /&gt;
&lt;br /&gt;
Unfortunately for the rest of the galaxy and whoever has the misfortune of encountering Professor Von Bandolier (sometimes nicknamed Vondolier), if he deems whoever worthy to be shot at by his terrifying two-bore rifle they&#039;re not gonna survive.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=TrijentDam&amp;diff=40135</id>
		<title>TrijentDam</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=TrijentDam&amp;diff=40135"/>
		<updated>2026-01-15T23:26:35Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Trijent Corporation Hydroelectric Dam  =&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Colony Name:&#039;&#039;&#039; Oxley’s Butte (オクスリーのビュート)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Classification:&#039;&#039;&#039; Lithium Mining Operation&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Planet name:&#039;&#039;&#039; Raijin (Formerly LV-670)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Parent star:&#039;&#039;&#039; MSS(G)-422 - Main Sequence Star (G-Class)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sector:&#039;&#039;&#039; Neroid&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diameter:&#039;&#039;&#039; 7,452km&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital period:&#039;&#039;&#039; 412 (Earth) days&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rotation period:&#039;&#039;&#039; 38 (Earth) hours&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Axial tilt:&#039;&#039;&#039; 15.7 degrees&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Planetary Temperature:&#039;&#039;&#039;&lt;br /&gt;
     min:                216.45K&lt;br /&gt;
     mean:               303.25K&lt;br /&gt;
     max:                352.35K&lt;br /&gt;
&#039;&#039;&#039;Atmospheric pressure:&#039;&#039;&#039; 1.52atm (154kpa)&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Atmospheric composition:&#039;&#039;&#039; &lt;br /&gt;
     Nitrogen:            731,227ppm (77.8%)&lt;br /&gt;
     Oxygen:              201,771ppm (21.4%)&lt;br /&gt;
     Argon:               5,112ppm (0.5%)&lt;br /&gt;
     Carbon dioxide:      1,342ppm (0.14%)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Discovery ===&lt;br /&gt;
Initially discovered in 2096 by the TWE Orbital telescope OPST-5 ‘Flamsteed’, LV-670, one of 4 planets orbiting the star MSS(G)-422, was originally catalogued as NCEP (Non-Consequential Exo-Planet) by the RAO (Royal Astronomical Observatory). However, 19 years later the planet was re-visited, this time by the crew of the EXCOM research vessel ‘Armagh’. Positioned near the Oort cloud, and using the vessel’s powerful astronomical sensor suites, the crew was able to use spectroscopy to obtain information that led to information that showed the planet may be rich in lithium. The crew&#039;s report was submitted to the RAO and the planet was flagged for future exploration. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 2120, having been given access to a variety of stellar catalogues by the RAO a decade earlier, W-Y dispatched a geographic probe to LV-670 to follow up on EXCOM’s findings 5 years prior. A year later, the planet was confirmed to be abundant in lithium, specifically 6LI, making it an extraordinary find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Colonisation Effort ===&lt;br /&gt;
Landfall was made in 2129 in a joint venture by The Trijent Corporation (A subsidiary of W-Y, focusing on colonial development) and EXCOM. In an agreement between Trijent and the RAO, EXCOM was given the naming rights to the planet. The captain of the exploration vessel REV Tenjiku, Kiyotsuto Urata, a stout worshipper of reformed shintoism, named the body Raijin, referencing the ancient Japanese thunder god. Three months after landfall, the first settlement was established, Oxley’s Butte. Situated at the fork on a river in the planet’s northern hemisphere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of the nearby lithium reserves, the southern deposit, located approx. 4km below a basin, was chosen and plans were developed to begin mining operations in the next 15-20 years. To power the colony, The Trijent Corporation subcontracted the Cebrini group to build and maintain a 15,000/Mwh hydroelectric dam, powered by a trio of the group’s CGM-5HET hydroelectric turbines. The agreed upon completion date of the project was 2148.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
150 colonists, consisting mainly of Cebrini employees and a number of Trijent specialists, arrived in 2132 to begin constructing the dam and other needed infrastructure. By 2150, construction of the newly christened Trijent dam had been completed, providing power to the colony&#039;s operations. Full-scale colonization had been completed by 2161. The population of Oxley’s Butte consisted mostly of Trijent and Cebrini employees however, a contingent of independent contractors had been mixed in to provide ancillary services, filling in logistical, catering, and hospitality jobs Trijent chose not to hire directly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The colony drew from the Neroid Sector Policing Authority (NSPA), a regional police force operated by the TWE government for security related duties. However, WY’s internal security division, staffed in this case by members of their Sol offices, were brought in on assignment to Trijent. As with some other WY operations, their mission goals were varied, colourful, and abstract, such as ‘Administering resolutions on internal challenges requiring an immediate response to the benefit of the corporation, it’s subsidiaries, any and all employees, and stakeholders’. The NSPA, being no stranger to working alongside WY, knew that in their position they could enforce the majority of crimes in the crown and regional criminal codes, but it meant they would be sidelined if any allegations of any criminality were made against the company or any of its employees while on duty.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Lithium Mining Operation ===&lt;br /&gt;
For almost two decades, the colony extracted and shipped lithium off world, selling it to an endless list of refiners who hastily queued up to purchase the rare isotope to breed the even rarer isotope, tritium. Rapidly, Trijent (and subsequently WY) came to corner the market in tritium production and sales, giving rise to more affordable fuel for humanity’s innumerable fusion reactors. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With the market so heavily reliant on the operations coming out of Raijin, it was no surprise that journalists picked up and reported on a number of frenzied cables coming out of Oxley’s Butte  In 2175. A request for specialists in Xenoarchaeology and Xenofauna had been submitted to Trijent’s home offices in Sol. When pressed for clarification on the matter, media reps for the corporation cited numerous erroneous reports of discoveries on Raijin that were quickly determined to be frivilous. Fringe critics and skeptics continue to note that there were a number of high profile political scandals within the imperial parliament that happened to coincide and ultimately overshadow this event. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Raijin (LV-670) ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
[[File:Trijentfinished1.jpg|650px]]&lt;br /&gt;
----&amp;lt;/center&amp;gt;&lt;br /&gt;
Located 0.92 AU from its star, LV-670 (Now Raijin) is one of 4 planets orbiting MSS(G)-422, a G-type main-sequence star. 7,452km in diameter, a rotational period of 38 hours, and an orbital one of 412 days, Raijin is an Earth analogue, though smaller and much less hospitable. The planet has two moons, formally LV-670(a) and LV670(b), but now named Fujin and Raitaro respectively. Both are hot, barren, inhospitable wastelands that are tidally locked to it’s parent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The equator of Raijin is a burning hellscape, barren of life. The northern and southern are far more hospitable, providing a myriad of the necessities for life. Three continents (minus the two glacial poles) make up the majority of the land, with two great ocean’s covering the northern and southern latitudes of the planet. Each of the three continents are separated by oceanic canals. Of the continents, the great eastern and western ones dominate the surface area on the planet and stretch north and south, while a third smaller one exists solely in the southern hemisphere. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A great desert runs along the entirety of the equator, and no surface water, minus the oceanic canals, can be found within its boundary. Temperate and tundra biomes make up the majority of the northern and southern hemispheres, along with a littering of near desert-like steppe closer to the equatorial boundary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mountain ranges run across the two great eastern and western continents. Many glaciers exist within these ranges, providing sources of fresh water to the planet. Aquifers have been discovered on all of the continents but the extent to which they are present is unknown at this time. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Vast amounts of Lithium, specifically 6Li, have been found underground across the planet. Being the already rare element that it is, researchers have been striving to discover what processes gave way for such a configuration. Some of the deposits exist in the form of brine pools, much like the one the inhabitants of Oxley’s Butte exploit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Military_Contractors&amp;diff=40134</id>
		<title>Military Contractors</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Military_Contractors&amp;diff=40134"/>
		<updated>2026-01-15T23:25:56Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = contract_stand.png&lt;br /&gt;
|jobtitle = Military Contractors&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = Vanguard&#039;s Arrow Incorporated Central Command, the highest ranking USCM Officer on-site.&lt;br /&gt;
|rank = Team Leader (Leader) / Medical Specialist (Medic) /  Engineering Specialist (Engineer) / Automatic Rifleman (Machinegunner) /  Mercenary (Standard)&lt;br /&gt;
|duties = Assist USCM forces in whatever way possible.  Obtain Weyland-Yutani technology and secrets whenever possible.&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/faintly aware/knowledgeable of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; Assist USCMC forces in whatever way you can.&amp;lt;br&amp;gt;Attempt to obtain We-Yu secrets and technology, and sabotage their efforts, wherever it does not draw attention.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Military Contractors&#039;&#039;&#039; are military personnel owned and operated by Vanguard&#039;s Arrow Incorporated(VAI), a United States-based Private Military Company. They are equipped with modern military equipment and weaponry akin to the USCM. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
Military Contractors are most akin to USCM in terms of playstyle and equipment, sharing most equipment and weapons. They are capable of using almost anything you can come across with great expertise, they are however, lightly armored.&lt;br /&gt;
&lt;br /&gt;
The contractors operate under a much less rigid command structure, with everyone in the squad being of equal rank except the Team Leader, and all members of the squad being able to assist in whatever is needed at that particular moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The major difference between Military Contractors and other response teams is their complete friendliness to the USCM, their primary objective being to assist them in whatever ways are possible.&lt;br /&gt;
&lt;br /&gt;
=Backstory=&lt;br /&gt;
Founded by nine USCM Veterans in 2166, following the Tientsin Campaign, Vanguard&#039;s Arrow Incorporated grew steadily from then til 2180, eventually becoming one of the biggest PMCs operating out of the United Americas.&lt;br /&gt;
In 2177, VAI managed to get the 2177 Military Aid Act passed by UA Congress, allowing independent contractors to assist USCMC forces in exchange for back-pay at a pre-determined rate, greatly increasing the potential cash-flow PMCs could make off the UA.&lt;br /&gt;
&lt;br /&gt;
In early 2180, an unspecified incident involving mass-colonist casualties and damage to We-Yu property occurred on LV-191.  Following this, many major contracts with VAI were dropped, however, a few months after, an unknown benefactor offered a new contract.&lt;br /&gt;
In exchange for a large payment, that would consistently come, VAI would begin a campaign of corporate espionage and sabotage against W-Y. VAI, almost out of contracts, accepted this deal, believing the extra cash-flow and weakening of We-Yu PMC forces would assist their business much more than being in a small-scale corporate war with WY would cause, as well as the loss of some minor contracts in the TWE. Later, this series of offensive operations against WY further escalated into full-scale attacks on small WY facilities.&lt;br /&gt;
&lt;br /&gt;
Since then, the still-ongoing contract has kept VAI afloat, albeit still not anywhere near its hey-day. The 2177 Military Aid Act has also not been repealed, allowing VAI a bonus source of cash-flow via assistance of USCM forces wherever possible.&lt;br /&gt;
&lt;br /&gt;
Vanguard&#039;s Arrow Incorporated is split into five sections:&lt;br /&gt;
VAI Central Command(VAICC), contains all administrative and executive personnel of VAI.&lt;br /&gt;
VAI Special Protection(VAISP), tasked with the protection of VAICC and VAIMS personnel and vessels.&lt;br /&gt;
VAI Special Operations(VAISO), tasked with more unsavory operations, black ops, and the majority of anti-WY work.&lt;br /&gt;
VAI Primary Operations(VAIPO), tasked with anything that is not in the realm of VAISP and VAISO. Makes up the majority of VAI combat personnel.&lt;br /&gt;
VAI Medical Science(VAIMS), tasked with manning medical ships, dispatching medical specialists to act as team medics, and running laboratories. VAIMS was previously known as VAI Medical-Support until 2181, when the science and research division was established.&lt;br /&gt;
&lt;br /&gt;
The majority of VAI personnel are ex-USCM, with the rest being made up of members of other UA militaries, and ex-military immigrants sprinkled in as well.&lt;br /&gt;
The forces that respond to the USS Almayer&#039;s potential distress beacon are stationed on the USS Inheritor, made up of about 300 Contractors and 50 Support personnel, they are assigned to riot-control, military aid of the USCM, and sabotage and espionage of WY whenever it is convenient.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
VAIPO Mercenary Teams are to assist USCMC forces whenever possible. While the Team-Leader has ultimate authority over their team, in absence of commands from VAICC, teams are to report to the highest ranking USCM officer on-site for tasking and acquirement of IFF codes of the local USCM force. All VAI teams have also been tasked with their active contract of espionage and sabotage against W-Y, however, it is highly recommended to keep these operations quiet, as a direct engagement with WY on-board a USCM vessel or on a USCM operation-site will draw unneeded attention, and depending on the standing of the officers in charge of the USCM force, a potential engagement with USCM forces as well.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO NOTE:&#039;&#039;&#039; There&#039;s a chance for the contractors to be aware or unaware of the alien threat, the details are located in the backstory when you spawn.&lt;br /&gt;
= Military Contractor Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; width=200|Contractor Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:orange;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:contract_stand.png|64px]]&amp;lt;br&amp;gt;VAIPO Mercenary (Contractor Standard)&lt;br /&gt;
|Equipped with a standard issue [[Non-USCM Equipment#MAR-40 battle rifle|MAR40 battle rifle]], or the &lt;br /&gt;
[[Marine_Equipment#M41A_Pulse_Rifle_MK2|M41A MK2 Pulse Rifle]], the [[Marine_Equipment#M41A_Mk1_Pulse_Rifle|M41A MK1 Pulse Rifle]], the ABR-40 or the [[Marine_Equipment#Mk221_Tactical_Shotgun|MK221 Tactical shotgun]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. While they may appear as an underwhelming threat, they come equipped with a surplus of ammunition, high-quality weapons, and are heavily trained in their use.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|fireman=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_medic.png|64px]]&amp;lt;br&amp;gt;VAIMS Medical Specialist (Contractor Medic)&lt;br /&gt;
|Equipped with a standard issue [[Non-USCM Equipment#MAR-30 battle carbine|MAR30 battle carbine]] and the medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|endurance=4&lt;br /&gt;
|melee=1&lt;br /&gt;
|cqc=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_mg.png|64px]]&amp;lt;br&amp;gt;VAIPO Automatic Rifleman (Contractor Machinegunner)&lt;br /&gt;
|Equipped with a [[Marine_Equipment#MAR-50_Light_Machine_Gun|MAR50 Light Machine Gun]] or the [[Marine Equipment#M41AE2 heavy pulse rifle|M41AE2 Heavy Pulse Rifle]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. The Contractor Machinegunner is capable of laying down sustained fire, and if an [[Marine_Equipment#M56_Smartgun|M56B Smartgun]] is found, it can be used by them as well.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|fireman=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_engineer.png|64px]]&amp;lt;br&amp;gt;VAIPO Engineering Specialist(Contractor Engineer)&lt;br /&gt;
|Equipped with a standard issue [[Non-USCM Equipment#MAR-30 battle carbine|MAR30 battle carbine]] with standard ammunition, a motion detector, materials, and a mini-sentry for combat support.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|jtac=3&lt;br /&gt;
|endurance=2&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_leader.png|64px]]&amp;lt;br&amp;gt;VAIPO Team Leader (Contractor Team Leader)&lt;br /&gt;
|Squad Leader of the contractor force. Equipped with an [[Marine_Equipment#M41A_Mk1_Pulse_Rifle|M41A MK1 Pulse Rifle]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. The Team Leader&#039;s job is to lead their squad on the field, and ensure their objectives are being carried out. &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|engineering=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|police=2&lt;br /&gt;
|cqc=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|endurance=4&lt;br /&gt;
|jtac=4&lt;br /&gt;
|fireman=2&lt;br /&gt;
|overwatch=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:Contract_synth.png|64px]]&amp;lt;br&amp;gt;VAIPO Support Synthetic (Contractor Synthetic)&lt;br /&gt;
|Equipped with standard support-synthetic gear, the Contractor Synthetic is the designated support specialist for the squad, capable of engineering, medical, and non combat duties.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|navigation=1&lt;br /&gt;
|overwatch=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:VAISO_MERCENARY.png|64px]]&amp;lt;br&amp;gt;VAISO Mercenary (Covert Contractor Standard)&lt;br /&gt;
|Equipped with a standard issue [[Non-USCM Equipment#MAR-40 battle rifle|MAR40 battle rifle]], or the &lt;br /&gt;
[[Marine_Equipment#M41A_Pulse_Rifle_MK2|M41A MK2 Pulse Rifle]], the [[Marine_Equipment#M41A_Mk1_Pulse_Rifle|M41A MK1 Pulse Rifle]], the [[Non-USCM Equipment#ABR-40 tactical rifle|ABR-40]] or the [[Marine_Equipment#Mk221_Tactical_Shotgun|MK221 Tactical shotgun]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. While they may appear as an underwhelming threat, they come equipped with a surplus of ammunition, high-quality weapons, and are heavily trained in their use. Additionally they were given a SOF Operator Helmet and a night vision optic.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|fireman=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:VAIMS_COVERT.png|64px]]&amp;lt;br&amp;gt;VAIMS Medical Specialist (Covert Contractor Medic)&lt;br /&gt;
|Equipped with a standard issue [[Non-USCM Equipment#MAR-30 battle carbine|MAR30 battle carbine]] and the medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat. Additionally they were given a SOF Operator Helmet and a night vision optic.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|construction=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|medical=3&lt;br /&gt;
|surgery=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|endurance=4&lt;br /&gt;
|melee=1&lt;br /&gt;
|cqc=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:VAISO_AUTOMATIC_RIFLEMAN.png|64px]]&amp;lt;br&amp;gt;VAISO Automatic Rifleman (Covert Contractor Machinegunner)&lt;br /&gt;
|Equipped with a [[Marine_Equipment#MAR-50_Light_Machine_Gun|MAR50 Light Machine Gun]] or the [[Marine Equipment#M41AE2 heavy pulse rifle|M41AE2 Heavy Pulse Rifle]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]. The Contractor Machinegunner is capable of laying down sustained fire, and if an [[Marine_Equipment#M56_Smartgun|M56B Smartgun]] is found, it can be used by them as well. Additionally they were given a SOF Operator Helmet and a night vision optic.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|engineering=1&lt;br /&gt;
|construction=1&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|jtac=1&lt;br /&gt;
|endurance=2&lt;br /&gt;
|fireman=3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:VAISO_ENG.png|64px]]&amp;lt;br&amp;gt;VAISO Engineering Specialist(Covert Contractor Engineer)&lt;br /&gt;
|Equipped with a standard issue [[Non-USCM Equipment#MAR-30 battle carbine|MAR30 battle carbine]] with standard ammunition, a motion detector, materials, and a mini-sentry for combat support. Additionally they were given a SOF Operator Helmet and a night vision optic.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=1&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|firearms=2&lt;br /&gt;
|police=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|melee=1&lt;br /&gt;
|jtac=3&lt;br /&gt;
|endurance=2&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:VAISO_TEAM_LEADER.png|64px]]&amp;lt;br&amp;gt;VAISO Team Leader (Covert Contractor Team Leader)&lt;br /&gt;
|Squad Leader of the contractor force. Equipped with an [[Marine_Equipment#M41A_Mk1_Pulse_Rifle|M41A MK1 Pulse Rifle]] and a modified [[Marine_Equipment#M4A3_Service_Pistol_.45|M1911 Service Pistol]]The Team Leader&#039;s job is to lead their squad on the field, and ensure their objectives are being carried out. Additionally they were given a SOF Operator Helmet, night vision and security optics.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|engineering=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|leadership=3&lt;br /&gt;
|medical=1&lt;br /&gt;
|police=2&lt;br /&gt;
|cqc=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|powerloader=1&lt;br /&gt;
|endurance=4&lt;br /&gt;
|jtac=4&lt;br /&gt;
|fireman=2&lt;br /&gt;
|overwatch=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:VAISO_SYNTH.png|64px]]&amp;lt;br&amp;gt;VAISO Support Synthetic (Covert Contractor Synthetic)&lt;br /&gt;
|Equipped with standard support-synthetic gear, the Contractor Synthetic is the designated support specialist for the squad, capable of engineering, medical, and non combat duties. Additionally they were given a SOF Operator Helmet, night vision and security optics.&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=3&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|navigation=1&lt;br /&gt;
|overwatch=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=40133</id>
		<title>Standard Operating Procedure</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Standard_Operating_Procedure&amp;diff=40133"/>
		<updated>2026-01-15T23:25:10Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&#039;&#039;&#039;Standard Operating Procedure&#039;&#039;&#039;=&lt;br /&gt;
===== Verbiage: =====&lt;br /&gt;
To ensure clarity within this document certain terms are used for certain things. Here is a small list to help promote clarity.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A whitelisted USCM Commanding Officer. Anything with the words &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; only applies to Whitelisted USCM Commanding Officers. These rights cannot be transferred.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The current Commander of this ship. Anything that mentions the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; also applies to acting Commanders. These rights are transferable to any new Commander, proceeding down the Chain of Command.&lt;br /&gt;
**In the event of the current &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; deploying, or being rendered &#039;&#039;&#039;temporarily&#039;&#039;&#039; incapable of command; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; rights (with some exceptions) are also applied to the next in command (so long as they&#039;re still aboard the ship) as &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;&#039;alongside&#039;&#039;&#039; the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
**Examples of the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; being &#039;&#039;&#039;temporarily&#039;&#039;&#039; incapable of command &#039;&#039;&#039;of the ship&#039;&#039;&#039;:&lt;br /&gt;
***Communications are offline for an extended period, or unable to be restored due to extreme danger and &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is missing &amp;amp; unreachable by telephone.&lt;br /&gt;
***&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; deploys into the field.&lt;br /&gt;
**Examples of the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; being permanently incapable, wherein next in command becomes the new &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
***&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is dead and beyond rescue.&lt;br /&gt;
***&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is relieved of duty due to arrest or mutiny.&lt;br /&gt;
***Communications are lost with the field while &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is deployed, and are unlikely to be restored.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The ranking person according to the Chain of Command who, in the absence of the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is nominally in command of the ship. Except where explicitly stated otherwise &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is interchangable with, and inherits the rights of, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Chief of Military Police. The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; is usually the second highest authority of marine law in the AO. The rights of the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; are not transferrable excepting where specifically also given to the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; as another &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; may be appointed to acting &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
*&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police (MP):&amp;lt;/span&amp;gt;&#039;&#039;&#039; Referring to a member of the Military Police department or a commissioned officer who has been deputized. May also refer to Synthetics who are dealing with Marine Law. These rights cannot be transferred.&lt;br /&gt;
*&#039;&#039;&#039;Officer:&#039;&#039;&#039; A person who is commissioned into the USCM and thus Commissioned Officers. These rights cannot be transferred.&lt;br /&gt;
*For all other roles and mentions, a specific person can be appointed if the specific role is not available, but the chain of command should be followed if possible. This also means these rights are transferable. Only the current &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; may appoint people to a new position.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#A765F0&amp;quot;&amp;gt;&#039;&#039;&#039;Primary Extraction Point:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The Primary Landing Zone as designated by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#DEA84B&amp;quot;&amp;gt;&#039;&#039;&#039;Corporate Security:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Within SOP Corporate Security is defined as &#039;&#039;&#039;non-paramilitary&#039;&#039;&#039; security staff from W-Y who are externally assigned to the USS Almayer, such as those on the Crew Manifest, and not those who are found in the AO on existing assignments.&lt;br /&gt;
**Any member of W-Y Security who are found in the AO or who are otherwise aboard the USS Almayer on a temporary basis (not remaining for the duration of the operation) should be handled per standard third-party processing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Foreword: The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt; ==&lt;br /&gt;
The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; of a vessel holds certain privileges as outlined in Marine Law. Additionally, they may alter any aspect of Standard Operating Procedure (unless otherwise noted) so long as these alterations do not contradict Marine Law. Should there be concerns about the exercise of this privilege, any personnel may contact &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;High Command&amp;lt;/span&amp;gt;&#039;&#039;&#039; to inquire about the legitimacy of such changes and request they be overturned, The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; may also face punishment. This privilege is not extended to anyone taking up command in the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039;’s absence.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; must be informed of any changes made to the SOP &#039;&#039;&#039;before&#039;&#039;&#039; its implemented.&lt;br /&gt;
* The SOP may not be modified to the extent of griefing or physically burdening marines. Modifications such as “marines must walk only” are prohibited, as is modifying SOP to imprison a marine for a custom offense with malicious intent.&lt;br /&gt;
** Standard-issued equipment to Marines that can be found in their squad preparations and requisitions can not be restricted or prohibited in any way. Marines reserve the right to freely carry and use the equipment they are provided with.&lt;br /&gt;
* SOP modifications are changes to SOP. They are not exceptions for specific people or groups, and apply universally to the whole AO.&lt;br /&gt;
&lt;br /&gt;
== General Regulations ==&lt;br /&gt;
=== Rules of Engagement ===&lt;br /&gt;
The following are the standard rules of engagement. They may be modified by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; as necessary in accordance with AO developments.&lt;br /&gt;
* Any potentially useful equipment found in the AO such as weapons or tools may be requisitioned for military use by any USCM personnel with the rank of Staff Sergeant (SSGT) and above.&lt;br /&gt;
* Buildings and obstacles within the AO may be constructed or deconstructed in accordance with strategic or tactical directives. The use of plastic explosives is authorized for demolitions.&lt;br /&gt;
* Wildlife is not to be needlessly hunted if passive. Any hostile wildlife or wildlife that approaches the perimeter of FOBs, supply lines or compromises the personal space of marines or their formation may be shot on sight.&lt;br /&gt;
* Humans that are not overtly hostiles are to be halted and their intentions uncovered. Survivors are to be debriefed and be given the option to board the Almayer as a passenger, they may be offered this freely.&lt;br /&gt;
* Other military or paramilitary entities may be allowed to continue their operations if they prove beneficial or indifferent to USCM interests.&lt;br /&gt;
* The use of force is authorized to disable non-compliant personnel. Hostile personnel may be killed on sight.&lt;br /&gt;
&lt;br /&gt;
=== Communication Procedure ===&lt;br /&gt;
Communication over USCM radio and USCM announcements should be done in English to maintain clear and concise communication. Other languages and speech forms may be used freely outside of this.&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
=== Standard issue equipment ===&lt;br /&gt;
Standard issue equipment is defined as any military uniform, armor, weapon or accessory personnel may find in their crew locker, as well as those they emerge from cryosleep with and any equipment normally available for issue by the Requisitions Department.&lt;br /&gt;
&lt;br /&gt;
Additionally, the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; may issue special equipment on a case by case basis, such as special headsets for ease of communications or special weaponry for certain marines or squads so long as it does not contradict Marine Law. Heads of Staff may also assign their spare headsets to members of their department. Alcohol may be stored in the Officer’s Mess, &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;’s Mess, &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;’s Quarters and CL’s Private Quarters.&lt;br /&gt;
&lt;br /&gt;
=== Uniform Regulations ===&lt;br /&gt;
USCM and USCM-affiliated personnel are required to be wearing appropriate clothing during operations. Marines and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; should be wearing their uniform, boots, and armor at a minimum. Other crew must wear their uniform and assigned footwear, or a standard issue replacement. Headwear, if any is worn, must be your properly assigned headgear, or an acceptable replacement.&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; may not authorize an SOP change for uniform regulations to allow personnel to deploy without clothes or a lack of uniform.&lt;br /&gt;
* Department specific uniforms and headgear are limited to the persons within that department unless given out by the head of the department or &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
** &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; must always use their department-specific headgear.&lt;br /&gt;
** One should not use other head of department&#039;s uniforms or headgear unless approved by ones own head of department.&lt;br /&gt;
** One is free to fold or otherwise shorten their uniform at their discretion.&lt;br /&gt;
** The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; retains the right to enforce the wearing of helmets by key personnel, namely Squad Leaders, Fireteam Leaders, Specialists and/or Smartgunners.&lt;br /&gt;
* Shipside crew should not be in combat armor unless the ship is on a security alert, or they are deploying to a combat zone.&lt;br /&gt;
** The exceptions to this are &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039;, Intelligence Officers and flight crew as some form of combat armor is typically necessary for their jobs.&lt;br /&gt;
=== Equipment Handling Procedure ===&lt;br /&gt;
Aboard the ship, weapons must have their safety on or be holstered when not in use. Marines must be allowed to enable safety on the first offence. If the same marine violates Equipment Handling Procedure again, disciplinary measures may be taken. Under normal circumstances, weapons may only be fired in the firing range. Weaponry may not be left unattended unless it is properly secured in spaces intended for it (weapon racks, gun cabinets, etc.). &lt;br /&gt;
&lt;br /&gt;
Pills must be within a pill bottle. All reagent-containing medical equipment (syringes, pill bottles, autoinjectors) must be labelled with accurate content and dosing information. Surgical tools, and other medical devices must be placed within their designated containers (surgery trays, medical bags, etc.)&lt;br /&gt;
&lt;br /&gt;
=== Authorized Weapons - Code Restrictions ===&lt;br /&gt;
* &#039;&#039;&#039;Code Green&#039;&#039;&#039; - Authorized Weapons may be carried by deploying marines (any standard issue weapon or weapon ordered from requisitions) and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; (non-lethals and sidearms only, not riot gear such as beanbags). Any personnel issued with a weapon upon the start of an operation may retain it, and Commissioned officers may carry sidearms so long as this does not inhibit their standard duties.&lt;br /&gt;
** Long/Large bladed weapons (Machetes, Axes, Katanas etc.) are treated in the same respect as firearms in terms of carry restrictions.&lt;br /&gt;
** Civilians are excluded from the right to retain issued weapons, unless they are deploying to a combat zone. Otherwise these weapons must be kept secure in personal quarters or armories.&lt;br /&gt;
** Personnel who abuse their right to a sidearm can have this revoked by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; or, excluding equal or higher ranks, the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
** The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; may authorise or use Riot Equipment on Code Green so long as this use remains &#039;&#039;&#039;exclusively&#039;&#039;&#039; inside the Brig, for training or defensive purposes.&lt;br /&gt;
*** Flashbangs, whilst considered a riot tool, may be carried on Code Green but may not be used except in cases pertinent to the continued safety of oneself or others.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#DEA84B&amp;quot;&amp;gt;&#039;&#039;&#039;Corporate Security&#039;&#039;&#039;&amp;lt;/span&amp;gt; personnel may carry sidearms and non-lethal weapons aboard the ship. This right may be suspended by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; or the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:#DEA84B&amp;quot;&amp;gt;&#039;&#039;&#039;Corporate Security&#039;&#039;&#039;&amp;lt;/span&amp;gt; personnel may carry lethal weapons in the AO or within the onboard Liaison&#039;s office, though this right may also be suspended as above.&lt;br /&gt;
* &#039;&#039;&#039;Code Blue&#039;&#039;&#039; - All crew are authorized pistols. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; may carry lethal weapons to subdue external threats. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; may use non-lethal riot gear to subdue Marines during a Mutiny or large gatherings of insubordinate personnel.&lt;br /&gt;
** &amp;lt;span style=&amp;quot;color:#DEA84B&amp;quot;&amp;gt;&#039;&#039;&#039;Corporate Security&#039;&#039;&#039;&amp;lt;/span&amp;gt; personnel may carry lethal weapons aboard the ship. This right may be suspended by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; or the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Code Red&#039;&#039;&#039; - No Weapon Restrictions.&lt;br /&gt;
* &#039;&#039;&#039;Code Delta&#039;&#039;&#039; - Normally happens when one of the Dropships crashes on the Almayer. You are authorized to use ANY kind of weaponry. The acting &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; may order a general Evacuation, Self Destruction of the ship, or hold the Almayer.&lt;br /&gt;
* &#039;&#039;&#039;Exception:&#039;&#039;&#039; Firearm use and possession are allowed if you or someone you are responsible for are in immediate, life-threatening danger and the appropriate code-level has not been set.&lt;br /&gt;
&lt;br /&gt;
== Department SOP and Heads of Staff ==&lt;br /&gt;
Specific Department orders and their standard procedures are listed here. These should always be followed and carried out by the department personnel. The head of the department holds responsibility for their department and answers directly to the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; of the ship.&lt;br /&gt;
=== Medical ===&lt;br /&gt;
The Chief Medical Officer has final say over the medbay and medical procedures onboard the Almayer, except when overridden by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039;. They may authorize or prohibit experiments at their discretion, set medbay procedures, and fire or hire civilians working in their department. They may only fire medbay staff in the case they have performed a Marine Law violation. When in medbay all personnel, excluding the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039;, are required to listen to and obey the orders of the CMO.&lt;br /&gt;
During Delta Emergency Alerts, any medical personnel is to either get to the escape pods and evacuate the ship, or hold in safe locations with marines, to provide medical support for the wounded troops.&lt;br /&gt;
* It is a crime to smoke within the medical bay or sugical theatres.&lt;br /&gt;
&lt;br /&gt;
=== Requisitions ===&lt;br /&gt;
The Quartermaster has control over the requisitions bay and the right to decline service to any member of the crew, including officers. No equipment may be taken from the Requisitions Bay by non-requisitions personnel without the Quartermaster&#039;s, or Auxilliary Support Officer&#039;s, approval. Their decisions on such matters may only be overridden by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; (ASO can override the Quartermaster). During Delta Emergency Alerts, the Requisitions Department is to follow orders from Command. All Requisitions personnel are to join standard marines in either holding the Almayer or Evacuate the ship as well as getting Civilian personnel to safety, depending on the orders given by the Command Staff.&lt;br /&gt;
&lt;br /&gt;
=== Engineering ===&lt;br /&gt;
The Chief Engineer is in charge of modifications made to the ship as well as performing repairs, maintenance, and overall structure changes, they are also ultimately responsible for the construction of the Forward Operating Base. The CE is still required to follow the Ship modifications SOP and is subservient to the Auxilliary Support Officer. During Delta Emergency Alerts, the Engineering Department is to follow orders from Command. All Engineering personnel are to join standard marines in either holding the Almayer or Evacuating the ship, as well as getting Civilian personnel into safety, depending on the orders given by the Command Staff.&lt;br /&gt;
&lt;br /&gt;
=== ARES AI Core (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Non-Modifiable&amp;lt;/span&amp;gt;) ===&lt;br /&gt;
Access to the direct AI core is &#039;&#039;&#039;strictly&#039;&#039;&#039; by appointment only. Only Working Joes, AI Service Technicians (USCM or W-Y), the ship&#039;s &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039;, the ship&#039;s Synthetic(s) and the ship&#039;s Chief Engineer have free access (no ticket required).&lt;br /&gt;
&lt;br /&gt;
The AI Core is the direct responsibility of any active AI Service Technician assigned to the ship. The assigned AIST is authorized to remove any personnel present in the core, with the exception of pre-authorized personnel listed above, should they deem it necessary. In the absence of an assigned AIST, though not in the case of their death, the responsibility falls to the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039;, and then to the Chief Engineer.&lt;br /&gt;
&lt;br /&gt;
* Prior to any authorized appointments, identifiable weapons should be deposited into the repository by the reception desk, to be retrieved after an appointment has concluded.&lt;br /&gt;
** With the exception of the pre-authenticated personnel listed above, or &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; responding to a legitimate security threat, anyone bringing weapons into the AI Core lose their right to access and may result in Core Security Protocols being engaged.&lt;br /&gt;
&lt;br /&gt;
*Access rights are non-transferable and, with the exception of Working Joes and AISTs, only ARES may grant other personnel &#039;&#039;&#039;lawful&#039;&#039;&#039; access to the AI Core, through Access Ticket requests.&lt;br /&gt;
&lt;br /&gt;
==== Core Security Protocols ====&lt;br /&gt;
ARES is equipped with various capabilities to ensure the AI Core remains safe during times of emergency. These capabilities are outlined below.&lt;br /&gt;
* ARES, via the use of Working Joes, is authorized to remove trespassers by physical force.&lt;br /&gt;
* Where circumstances pose a serious threat to the continued function of the AI Core ARES, or Working Joes, may initiate a Core Lockdown resulting in security doors sealing all access routes and arming the automated sentry guns located in the Core Chamber.&lt;br /&gt;
** Should lockdown procedures be ineffective or compromised CN-20 Nerve Gas may be deployed from security vents with the intent to incapacitate intruders to the core.&lt;br /&gt;
&lt;br /&gt;
=== Military Police (&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Non-Modifiable&amp;lt;/span&amp;gt;) ===&lt;br /&gt;
The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; has the final say on law enforcement in their operational area as outlined in Marine Law. It is the duty of the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt; to ensure the procedure is observed and the law is carried out in a just manner. Should the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt; believe the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; is abusing their position, they must contact &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;High Command&amp;lt;/span&amp;gt;&#039;&#039;&#039; for permission to relieve them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; have a duty to enforce Marine Law and ensure order is maintained, and breaking Marine Law would incur in neglect of duty charges. To this end, other members of the crew may not interfere with their actions when enforcing the law, such as barring them from entering an area if they have reason to be there. However, when ordered to, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; must leave sensitive areas such as Operation Theatres unless performing an arrest. Additionally, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; have a duty to keep the ship and shipside crew safe. In such matters, they must obey the orders of officers in accordance with their position within the ship.&lt;br /&gt;
&lt;br /&gt;
It is a requirement for &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; to carry non lethal detainment methods to allow them to adhere to their duties. Indiscriminate non lethal tools such as flash bang grenades do not suffice for this requirement.&lt;br /&gt;
&lt;br /&gt;
Upon request by CIC personnel (Acting &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;, Executive Officer, Staff Officers), up to two volunteers from the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; may be deployed to the FOB to protect deployed shipside crew stationed within the safe zone (not to be confused with [https://cm-ss13.com/wiki/Marine_Law#Escort_Missions CO Escort Missions]). This can be overridden by higher-ranking personnel, with the Acting &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt; having the final say.&lt;br /&gt;
&lt;br /&gt;
* At least one &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; must remain on the ship at all times. Should there be a &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; they must be the one to remain, or in their absence the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==== Use of Listening Devices ====&lt;br /&gt;
The use of radio transmissive listening devices is highly restrictive aboard USCM ships and in operation zones. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; are authorized to use listening devices within the Brig at their discretion, and do not need to request permission to use them there. Any use of listening devices by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; outside of the Brig however must adhere to the requirements detailed below. &lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; must receive permission from the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039;, or in their absence the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;, to deploy a listening device in any area outside of the Brig&lt;br /&gt;
# The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; may only authorize deployment of a listening device if there is reasonable suspicion of intent to commit or conspire to commit crimes in that area.&lt;br /&gt;
# &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; cannot break or enter, nor have someone else do so, into an area they do not have access to in order to place listening devices.&lt;br /&gt;
&lt;br /&gt;
The use of 3rd party listening devices aboard USCM ships is strictly forbidden and will be prosecuted.&lt;br /&gt;
&lt;br /&gt;
==== Onboard Corporate Security ====&lt;br /&gt;
Security personnel from W-Y may sometimes be aboard to assist the assigned Liaison, or for other duties.&lt;br /&gt;
&lt;br /&gt;
W-Y security are &#039;&#039;&#039;NOT&#039;&#039;&#039; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039;, and do not have the same rights or powers as USCM &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039;. They do however have the right to take non-lethal subduing action within the Liaison&#039;s office in response to trespass or violent action within their jurisdiction.&lt;br /&gt;
&lt;br /&gt;
* Anyone detained by &amp;lt;span style=&amp;quot;color:#DEA84B&amp;quot;&amp;gt;&#039;&#039;&#039;Corporate Security:&#039;&#039;&#039;&amp;lt;/span&amp;gt; whilst aboard the USS Almayer must be handed over to &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; immediately. W-Y does not have the right to keep anyone detained within the onboard Liaison&#039;s office.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#DEA84B&amp;quot;&amp;gt;&#039;&#039;&#039;Corporate Security:&#039;&#039;&#039;&amp;lt;/span&amp;gt; personnel may take non-lethal action, or lethal if there is a threat to life, to protect the physical safety of the onboard Liaison whilst outside their office. This action may only be taken should there be an imminent and credible threat to the Liaison&#039;s physical safety.&lt;br /&gt;
&lt;br /&gt;
=== Ship modifications ===&lt;br /&gt;
The ship may only be modified with approval from the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039;. The Chief Engineer can also approve changes to the ship, but should it affect a department it requires the Head of Department to approve of it as well. The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; must be notified of changes being made &#039;&#039;&#039;prior&#039;&#039;&#039; to them taking effect.&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; has final authority over changes on board the ship.&lt;br /&gt;
** Changes to the Brig and CIC are forbidden should those changes compromise security or capability to detain personnel.&lt;br /&gt;
* Dismantling elements of the ship to utilise materials for operations is forbidden unless severe enemy contact is confirmed.&lt;br /&gt;
** This is defined by enemy contact wherein containment and operational security requires significantly more resources than are immediately to hand. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; or other personnel may fax &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;High Command&amp;lt;/span&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;Provost&amp;lt;/span&amp;gt;&#039;&#039;&#039; to contest a decision made by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; as to whether the situation requires dismantling parts of the ship.&lt;br /&gt;
*** A fax is not required should these changes be conducted &#039;&#039;&#039;prior&#039;&#039;&#039; to hostile contact being established.&lt;br /&gt;
**Non-structural changes to maintenance areas (including the maintenance deck) do not require authorization or confirmed contact.&lt;br /&gt;
***This refers to the dismantling of containers and chairs/tables within the maintenance areas.&lt;br /&gt;
* Removal of vendors or machines does not constitute illegal modification of the ship unless the act of doing so alters the functionalty or purpose of a specific area.&lt;br /&gt;
** Moving medical vendors aboard a dropship does not constitute altering functionality unless it impacts the use of medbay itself.&lt;br /&gt;
*A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;&#039;is unable to authorise shipside modifications.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Non-Modifiable&amp;lt;/span&amp;gt; Standard Operating Procedure&#039;&#039;&#039; =&lt;br /&gt;
The SOP written below may only be modified with &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;High Command&amp;lt;/span&amp;gt;&#039;&#039;&#039;&#039;s permission and not solely by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Deployment of Ship&#039;s Crew ==&lt;br /&gt;
Anyone that intends to deploy, including Staff Officers, must receive permission from either the head of their department or the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039;, where the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; can overrule the department head should their decisions differ.&lt;br /&gt;
* Heads of department, with the exception of the Chief Engineer, are forbidden to deploy.&lt;br /&gt;
** The Chief Engineer requires permission from the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; or the Auxilliary Support Officer to deploy, and may not deploy should the ASO be absent.&lt;br /&gt;
** The Chief Engineer may only deploy with the purpose of assisting the establishment or maintenance of the defences around the &amp;lt;span style=&amp;quot;color:#A765F0&amp;quot;&amp;gt;Primary Extraction Point&amp;lt;/span&amp;gt; or Communications Relays. Should the &amp;lt;span style=&amp;quot;color:#A765F0&amp;quot;&amp;gt;PEP&amp;lt;/span&amp;gt; become besieged the Chief Engineer must return to the ship.&lt;br /&gt;
* At least one member of each department must remain aboard the ship at any given time.&lt;br /&gt;
** This includes the Field Doctor should all other &amp;lt;u&amp;gt;surgically trained&amp;lt;/u&amp;gt; medical staff be absent.&lt;br /&gt;
&lt;br /&gt;
=== Nuclear Protocol ===&lt;br /&gt;
In the event of nuclear ordnance being deployed in the AO all personnel are authorized to deploy to the FOB to protect it during countdown, overriding departmental SOPs preventing deployments.&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; may order personnel to remain aboard the ship at their discretion during Nuclear Protocols.&lt;br /&gt;
* This &#039;&#039;&#039;does not&#039;&#039;&#039; allow prisoners to be deployed.&lt;br /&gt;
&lt;br /&gt;
==Command and Control==&lt;br /&gt;
=== Forward Operating Bases===&lt;br /&gt;
When establishing a Forward Operating Base (FOB), the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; in charge of an operation should take the minimum precautions to ensure security and defense for stationed Marines and incoming land, air, or sea transports.&lt;br /&gt;
*The &amp;lt;span style=&amp;quot;color:#A765F0&amp;quot;&amp;gt;Primary Extraction Point (PEP)&amp;lt;/span&amp;gt;, such as aircraft landing zones (LZs), are to be reinforced with a minimum line of non-makeshift defenses to prevent enemies being able to capture the LZ.&lt;br /&gt;
**Whilst the automated turrets provided on initial drop are valuable assets, they do not count as the minimum line of defense. At least one layer of static barricades is required around the &amp;lt;span style=&amp;quot;color:#A765F0&amp;quot;&amp;gt;Primary Extraction Point&amp;lt;/span&amp;gt;.&lt;br /&gt;
**Action must be taken to protect the &amp;lt;span style=&amp;quot;color:#A765F0&amp;quot;&amp;gt;PEP&amp;lt;/span&amp;gt; within a short, and reasonable, period after Primary Deployment.&lt;br /&gt;
***Primary Deployment is defined as the time of which the majority of the force is deployed, and not the deployment of a scout force.&lt;br /&gt;
***Action taken is defined as having capable engineers assigned to and actively working on establishing defenses. Troops assigned to establishing defenses should have this as their primary duty, and not as a secondary objective.&lt;br /&gt;
**The &amp;lt;span style=&amp;quot;color:#A765F0&amp;quot;&amp;gt;Primary Extraction Point&amp;lt;/span&amp;gt; must be continually garrisoned and protected by a portion of deployed forces sufficient to maintain an adequate degree of security and monitoring of the perimeter in proportion of the degree of risk within the Area of Operations.&lt;br /&gt;
*Additional combat outposts (COPs) may be established far away from the primary FOB for forward deployment and staging.&lt;br /&gt;
*Personnel normally restricted to shipside duties such as doctors and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; may be deployed to a FOB freely; however special circumstances or clearances are needed, either via the CO or via the relevant department head, if not conflicting with Marine Law or SOP, to proceed outside the FOB.&lt;br /&gt;
&lt;br /&gt;
=== Field Deployment ===&lt;br /&gt;
The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; and The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; have the right to deploy themselves to the frontline for the sake of commanding their troops from a more direct point of view than a ship’s Combat Information Centre. Deployments must be made for the sake of the troops, not for the personal glory or agenda of the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; themselves. This right does not extend to the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
===Deployment Prerequisites ===&lt;br /&gt;
Executive Officers are allowed to deploy in a Commanding Officer’s stead for leadership and are subject to the same regulations and standards as a CO.&lt;br /&gt;
&lt;br /&gt;
For this passage, both the CO and XO together are referred to as the “Commanders”.&lt;br /&gt;
&lt;br /&gt;
Should either the Commanding Officer or Executive Officer deploy, several rules must be followed:&lt;br /&gt;
*It is unadvised for the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; and Executive Officer to be deployed to the operation at the same time.&lt;br /&gt;
**Neither can deploy (when alone) unless they are confident CIC can be managed in their absence.&lt;br /&gt;
**If there is a &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; the Executive Officer requires permission to deploy, whereas the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; only needs to notify the command team, if there isn&#039;t then the Executive Officer must notify the command team.&lt;br /&gt;
***&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;Abuse of this by either role may result in OOC consequences.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
*Only the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; can directly request Honor Guards for their own protection&lt;br /&gt;
**If there is no &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; the Executive Officer may directly request Honor guards, otherwise they require permission from the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
*The provisions for either of the Commanders are non-transferable; a third person, be it officer or enlisted, cannot be appointed the role of acting CO/XO as a substitute for the above deployment regulations.&lt;br /&gt;
&lt;br /&gt;
===Conditions===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officers&amp;lt;/span&amp;gt;&#039;&#039;&#039; who deploy must be aware of the following conditions:&lt;br /&gt;
*You may only deploy if you absolutely trust your CIC staff to run the operation in your absence. Do not deploy if you feel your CIC staff would be incapable of running the operation without your personal guidance.&lt;br /&gt;
*All actions taken by the CIC in your absence are your responsibility. Do not deploy if you do not believe the CIC is capable of handling itself without your direction.&lt;br /&gt;
A &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; who dies or is captured at the frontline will not be subject to reprimands unless it is discovered they have done so recklessly and with disregard to the above conditions and rules.&lt;br /&gt;
=== Frontline Command===&lt;br /&gt;
While deployed, the CO’s job is still to command and communicate frequently with both the CIC and marine crews groundside, not do combat. They are a leader, not a fighter.&lt;br /&gt;
&lt;br /&gt;
Direct engagements should be reserved to when you are assisting the Marines in a support capacity, spearheading an offensive maneuver, or in defense of others or of self. COs should avoid taking point unnecessarily or otherwise opening themselves up to being killed or captured very easily. They should remain close to Marines and prioritize facilitating clear orders and command above engaging in combat.&lt;br /&gt;
&lt;br /&gt;
=== Conduct of Briefing ===&lt;br /&gt;
The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; or &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; is to ensure a proper briefing before any operation is being held. The briefing should be performed in an area where a proper inspection of ready personnel and personnel can hear any orders. Areas that interfere with non-combat personnel or support personnel shall be avoided (Medbay, Research, Dropship) It is recommended to use the briefing room, conference room, or an open area such as the Hanger. &lt;br /&gt;
&lt;br /&gt;
The briefing performed must at least involve the Squad Leaders as well as CiC personnel, which includes the on-duty Staff Officers, unless they are performing other essential roles. Failure to adhere to this will incur Neglect of Duty Charges.&lt;br /&gt;
* The commander may excuse Staff Officers from Briefing at their discretion, provided they inform the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; beforehand.&lt;br /&gt;
&lt;br /&gt;
* This procedure may be skipped in the event of Delta alert or another Emergency situation.&lt;br /&gt;
&lt;br /&gt;
=== Armories ===&lt;br /&gt;
Special equipment found in armories such as Mk221s is not allowed to be handed out to non-officers without a clear, understandable, and urgent reason behind doing so. The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;s M46C is not to be handed out.&lt;br /&gt;
&lt;br /&gt;
One may not send items stored in the Armory as part of a supply drop, give them away as rewards/prizes, or form a squad that uses such equipment as standard.&lt;br /&gt;
* The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; may hand them out to deploying CIC staff as part of their standard equipment.&lt;br /&gt;
* Armory equipment may be handed out to all personnel during boarding or a Code Red or Delta scenario. Officers should be prioritized before enlisted.&lt;br /&gt;
&lt;br /&gt;
== Third-Party Personnel ==&lt;br /&gt;
&lt;br /&gt;
Marines are encouraged to peacefully recover any third-party personnel found in an area of operations and offer them refuge within their ship. All personnel recovered from a combat zone must be searched on arrival and their weapons and unauthorized items secured within the Brig performed by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039;. They may keep their clothes and tools, provided they are not used for criminal purposes.&lt;br /&gt;
* Survivors may refuse to answer questions and use their right to remain silent. They may not be punished for this.&lt;br /&gt;
* Should the civilians deploy to the area of operations again they may request to be given back their gear and an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; must escort them to the dropship to make sure they deploy. Returning Civilians will have to be searched again but may skip the medical check.&lt;br /&gt;
&lt;br /&gt;
They must also be provided with adequate medical care and sustenance. Civilian personnel recovered may be given a temporary junior position in a department or join the USCM should their qualifications allow for it as outlined in the Employment procedure by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039;. Survivors employed by the USCM may keep their weapons if their position permits them to be armed.&lt;br /&gt;
* Third-Party Military or Paramilitary forces may be allowed to keep their weaponry, provided their presence is beneficial to the operation.&lt;br /&gt;
* In the event of a judicial detention center being within the AO it is not the responsibility of the military to detain civilian prisoners.&lt;br /&gt;
** The exception to this rule is when civilian prisoners are the direct cause of military presence.&lt;br /&gt;
&lt;br /&gt;
=== Eviction of Survivors ===&lt;br /&gt;
Survivors can only be evicted or denied access to the ship in these cases: The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; can overrule either decision and the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; may overrule the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Should a survivor commit a Major crime the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt; may choose to evict them or refuse entrance to the Ship after their sentence has been completed. Once the survivor is evicted, they are barred from boarding the Ship again. &lt;br /&gt;
* Should the survivor be confirmed to have any confirmed ties to a military or paramilitary organization. The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt; may bar the person from boarding.&lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;, if there is one, is unable to evict survivors with the exception of where their crimes are of a violent nature.&lt;br /&gt;
&lt;br /&gt;
== Employment Regulations ==&lt;br /&gt;
=== Demotion and Termination Procedure ===&lt;br /&gt;
For crimes with the punishment of demotion or termination USCM affiliated personnel may be demoted to a more junior position within their department (or into the Operations department in the XO’s case) If that position does not exist, they can be terminated. Should the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; wish, they may turn any demotion to a termination instead allowing them access only to the common areas of the ship. A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is unable to do this.&lt;br /&gt;
&lt;br /&gt;
=== Employment Procedure ===&lt;br /&gt;
Personnel recovered from the Area of Operations may be temporarily employed in the Requisitions, Engineering or Medical department according to their skills or join the forces of USCM if the current &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; allows it under the rank of PVT. Employed personnel must be given an ID identifying them in their new position and given access to their work area. Employed personnel are given a junior position and must obey the orders of all Almayer personnel assigned to that department. A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is unable to do this. &lt;br /&gt;
* Third Party personnel cannot be appointed to &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; positions.&lt;br /&gt;
&lt;br /&gt;
=== Restricted Areas and Access Modification ===&lt;br /&gt;
Personnel may only legally access areas their ID grants them passage to unless someone responsible for the area allows them entry. The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; may restrict anyone from accessing any area of the ship. Heads of Staff may evict anyone from their departments except the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; or the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; may modify the access afforded to any person’s ID card at will. (No all-access| Server Rules). The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; may modify access to all departments and grant access to all departments with the Head of Department&#039;s approval. During emergencies, such as missing Command Staff, officers may modify their own access if required.&lt;br /&gt;
&lt;br /&gt;
Anyone with access to a department may grant others temporary physical (non-ID) access to that area but may be overruled by the head of the department. The &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;Commanding Officer&amp;lt;/span&amp;gt;&#039;&#039;&#039; can overrule the department head, but a regular &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;&#039;&#039;&#039; may not.&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=PVE:Lore_Guide&amp;diff=40132</id>
		<title>PVE:Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=PVE:Lore_Guide&amp;diff=40132"/>
		<updated>2026-01-15T23:21:20Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right;&amp;quot;&amp;gt; &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:300px;&amp;quot;&lt;br /&gt;
|+ {{Center|3rd Battalion, 2nd Colonial Marines}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;float:center;&amp;quot; | {{Center|[[File:Solar_Devils.png|200px]]}}&lt;br /&gt;
|-&lt;br /&gt;
| Active || October 30, 2101 – present&lt;br /&gt;
|-&lt;br /&gt;
| Type || Infantry battalion&lt;br /&gt;
|-&lt;br /&gt;
| Part of || 2nd Brigade&lt;br /&gt;
|-&lt;br /&gt;
| Garrison/HQ || Gateway Earth GSO Station&lt;br /&gt;
|-&lt;br /&gt;
| Nickname || &amp;quot;Solar Devils&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Motto || “Sol Lucet Omnibus” or “The Sun Shines on Everything.”&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | {{Center|Commanders}}&lt;br /&gt;
|-&lt;br /&gt;
| Current Commander || LtCol William  H. Fredrickson&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Establishment ==&lt;br /&gt;
The Solar Devils (originally “Sea Devils”) were officially converted to a Colonial Marine Batt. during the founding of the USCM in the early 22nd Century. The Battalion is based out of scenic Camp Pendleton, California, where marines are trained to the strict standards set by the UA.&lt;br /&gt;
&lt;br /&gt;
== Organization ==&lt;br /&gt;
3/2 consists of four companies.  Three infantry companies, and a single support company:&lt;br /&gt;
&lt;br /&gt;
* India (I) Company&lt;br /&gt;
* Kilo (K) Company&lt;br /&gt;
* Lima (L) Company&lt;br /&gt;
* Support Company&lt;br /&gt;
&lt;br /&gt;
Each infantry company is made up of four infantry platoons dedicated to ground and ship-to-ship actions. The support company consists of three logistics platoons combining supply, maintenance, and transport, supporting the battalion on a tactical level during deployed operations.&lt;br /&gt;
&lt;br /&gt;
== Unit History ==&lt;br /&gt;
&#039;&#039;&#039;Lacaille 8760&#039;&#039;&#039; - The battalion deployed to the Lacaille system in 2125 in support of Operation West Wind.  3/2 would transition to combat operations six months later. After approximately 25 months in theater, the unit returned to Sol to recuperate and prepare for a second tour.  Operation West Wind would conclude a month later, before the battalion could redeploy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helene 215&#039;&#039;&#039; - The battalion was originally intended to be deployed to Kilo Primaris. However, while enroute  ██████  ██  ████  ██   ███  █.  ████  ███  ████████,  ████  ███  █  ███████  ████  ███. No such weapon has been deemed to exist.   ███  ███  ██████,  ██████  ███ Col.  █████  █████   ███ LtCol.  █████  ████  ███  ███  █  ████.  ███  ███ MajGen.  ████  █████ LtGen.  ████  █████  ███ Executive Director  ██████  ██  ███████  █  █  ████  ████.  ███  █  █████  ████  ███ loyalty questions.  Retire or ███  ████  █████  ███. Even in the face of missing half of his unit, additional details have not been forthcoming. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Whitworth 155 - New Yukon&#039;&#039;&#039; - In 2138, the Solar Devils were deployed to the distant colony of New Yukon to address a growing security threat in the form of local insurrections. Operating in the unforgiving environment of a desolate mining colony, the battalion faced a series of clandestine insurgent activities. Tasked with safeguarding vital mining operations critical to the operations of W-Y subsidiary companies, the Solar Devils demonstrated their versatility by employing a combination of force and, surprisingly, diplomacy. Seven months of police actions effectively quelled the unrest and maintained security in the sector. The Solar Devils&#039; unyielding commitment to their mission earned them a Streamer for Corridor Security Operations, a testament to their adaptability and resourcefulness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Operation Davy Crockett&#039;&#039;&#039; - In 2146, the Solar Devils embarked on Operation Davy Crockett, a deployment to the distant, uncharted regions of the colonial frontier. This audacious campaign aimed to establish a foothold in a region of space known for its rugged terrain, uncharted planets, and the ever-looming threat of unknown adversaries. The final intent was to create a secure “buffer zone” for follow-on colonists to exploit the resources of planets as the USCM secured them. As the battalion ventured into the unknown regions, they encountered a spectrum of challenges, from resource scarcity to confrontations with local alien species. The soldiers of 3/2 displayed unwavering courage, resilience, and a pioneer spirit as they explored and secured this untamed frontier. Operation Davy Crockett pushed the boundaries of the Solar Devils&#039; capabilities and marked their determination to protect humanity&#039;s interests, earning them a Frontier Service Streamer with four Bronze Stars for their exceptional efforts in expanding the reach of the United States Colonial Marines.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GL849 - Pandora&#039;&#039;&#039; - The GL849 campaign of 2167 left a significant mark on the Battalion.  Within the USCM, the term ‘Pandora’ is synonymous with bloody failure.  Veteran members of the Pandora incident rarely speak about the incident. When asked directly about what the battalion did at Pandora, former battalion CO LtCol Tristan Yates, ret. simply responded: “What had to be done.”  Details about the former colon(ies) are scant, and even replacement marines who joke about “Another Pandora” are swiftly and sternly corrected by veteran members.&lt;br /&gt;
&lt;br /&gt;
== Unit Awards ==&lt;br /&gt;
&lt;br /&gt;
* Presidential Unit Citation, 3 Bronze Stars&lt;br /&gt;
* USCM Foundation Streamer&lt;br /&gt;
* USCM Space Defence Streamer, 1 Silver, 3 Bronze Stars&lt;br /&gt;
* Frontier Service Streamer, 4 Bronze Stars&lt;br /&gt;
* Corridor Security Operation Streamer&lt;br /&gt;
* GL849 Campaign Streamer&lt;br /&gt;
&lt;br /&gt;
== Present Command Structure ==&lt;br /&gt;
&lt;br /&gt;
[[File:Lore render crt.png|1000x1000px]]&lt;br /&gt;
&lt;br /&gt;
== Notable Former Members ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Capt. Xavier Ramirez&#039;&#039;&#039; - Colorado Senator, former. (2103-2115)&lt;br /&gt;
* &#039;&#039;&#039;Cpl. Jessica Davis&#039;&#039;&#039; - Science Fiction author. (2108-2116)&lt;br /&gt;
* &#039;&#039;&#039;LCpl. Michael Johnson&#039;&#039;&#039; - starred in the hit film Soldiers of the Void as himself.  Several members of 3/2 have come forward offering opposing viewpoints of what happened during the battle the movie portrays.  (2118-2126)&lt;br /&gt;
* &#039;&#039;&#039;GySgt. Jennifer Brown&#039;&#039;&#039; - Author of the autobiography Blood and Smoke. (2118 - 2134)&lt;br /&gt;
* &#039;&#039;&#039;PFC Finnegan O&#039;Malley&#039;&#039;&#039; - Medal of Honor recipient, posthumous. (2121-2123)&lt;br /&gt;
* &#039;&#039;&#039;SSgt. Mei Ling Chen&#039;&#039;&#039; - Medal of Honor recipient. (2135 - 2155)&lt;br /&gt;
* &#039;&#039;&#039;Capt. Kellan MacGregor&#039;&#039;&#039; - Navy Cross, and three time Silver Star, one time Bronze Star recipient during the events of the Corridor Security Operation.  (2135 - 2143)&lt;br /&gt;
* &#039;&#039;&#039;Cpl. Evangeline Rousseau&#039;&#039;&#039; - Athlete. (2157 - 2165)&lt;br /&gt;
* &#039;&#039;&#039;Maj. Declan O&#039;Donnell&#039;&#039;&#039; - Presidential Candidate. (2148 - 2178)&lt;br /&gt;
* &#039;&#039;&#039;SgtMajCM. Selena Montenegro&#039;&#039;&#039; - Sergeant Major of the Colonial Marines. (2149 - 2179)&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CO_Faction:_The_%22Magpies%22&amp;diff=40131</id>
		<title>CO Faction: The &quot;Magpies&quot;</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CO_Faction:_The_%22Magpies%22&amp;diff=40131"/>
		<updated>2026-01-15T23:21:06Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A well-organized and functional military force does not tend to encourage factionalism within its ranks, but such developments inevitably occur even at the highest levels so long as there are differences in mindsets and approaches. The USCM is no exception to this rule, and has seen three primary schools of thought become prevalent throughout its ranks. The paradoxically peaceable ‘Doves’ avoiding their nature as a fighting force to focus on humanitarian aid, the warmongering ‘Hawks’ seeking to crush all resistance on active fronts and bring back glory through victory, and the loose coalition of self-centered opportunists united under the banner of ‘Magpies’ for the sake of profit or personal opportunity.&lt;br /&gt;
&lt;br /&gt;
These are not the formal titles for their associated political entities, as the bird terminology comes from long before these particular incarnations. Nonetheless, referring to a faction by its respective bird is more likely to spark recognition from the everyday marine than its official organization names.&lt;br /&gt;
== The Military Organization for Development and Innovation ==&lt;br /&gt;
&#039;&#039;&#039;Faction Leader:&#039;&#039;&#039; UAAC Procurement &amp;amp; Requisition Adjutant, Lieutenant-General &amp;lt;u&amp;gt;Kurt Schmidt&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Local Leader:&#039;&#039;&#039; USCM Division Logistics Commander, Lieutenant Colonel &amp;lt;u&amp;gt;Geoffrey Lamdem&amp;lt;/u&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Founded amongst officers and officials who were involved with the USCM’s founding in 2101, it was created as an organization that wanted to secure the USCM&#039;s future through establishing favorable relationships between the USCM and military innovators. This, invariably, led the organization to become highly supportive of the many corporate entities that supply the USCM with its guns, dropships, ammunition, and technological developments.&lt;br /&gt;
Unlike the other factions, the MODI is, by its very principle, a faction that solely exists within the UA militaries. However, due to the very strong relationship grown between the USCM and most MODI-aligned entities, as well as a stronger distrustfulness of unaligned corporations that often supply the other UAAC branches, the USCM is the premier military branch in which MODI-aligned corporations have large support bases.&lt;br /&gt;
&lt;br /&gt;
Average support amongst high-ranking requisitions officers for the MODI has been invariably strong throughout its existence, with requisitions almost always being the first to become aware of the integral role many R&amp;amp;D industries play in the USCM’s strong position. As a result, MODI’s leaders have often been those high-ranking requisition officers who are undoubtedly convinced of the effectiveness of MODI’s ideological cause.&lt;br /&gt;
Despite this, MODI is inherently fractured by the nature of corporatism and competition. With aligned entities including foreign corporations, mega-conglomerates, ancient MIC developers, and even various government-contracted companies, it’s little wonder that individual members of MODI often tend towards certain sponsors more so than others. While the faction’s overarching goals remains the same, and the upper echelon generally ignores the individual squabblings to work towards maintaining the USCM’s technological edge, the vast majority of common MODI members typically accused of being in it for themselves or whoever is supporting them, whether that’s for the sake of easier promotions, generous benefits, or a cushy retirement plan after service. Yet is it generally impossible to say how common this practice is, with such cases usually being hyperbolized by the organization’s opponents.&lt;br /&gt;
&lt;br /&gt;
Currently, the leader of the overall organization is UAAC Procurement &amp;amp; Requisition Adjutant Kurt Schmidt. He came to prominence in the faction after spearheading the practicalities of the Marine 70 programme and has been the leader of the MODI ever since. He has garnered very strong respect in the organization due to his discerning personality, and his focus on innovative weaponry gives the UA the edge in skirmishes, yet he is an aging man. Due to the little time he spends in cryosleep, and a job that has demanded much of him in the over 12 years he has been in the position, he has begun to be seen as someone stuck in the fighting style of the Dog Wars. Because of this, and some controversies related to him, some people within MODI have begun looking for his deposement. &lt;br /&gt;
&lt;br /&gt;
USCM Division Logistics Commander Geoffery Lamden is a similar story. His tenureship under Colonel A.W. Shanks onboard the USS Arrow of Gold has led to an impressive level of military technological supremacy within his command in spite of his budget and supply being cut year on year. His policy of requisitions officers being granted all of the technologically advanced gear, so they may distribute it to the correct troops instead of conscripts or other wasteful troops, has led to a maximization of the effectiveness of the important gear he has to give out. Yet his command has also been criticized: his love of the M4A1 MK1 has led to the aging weapon still being in service (in a limited role) onboard most of his ships he has supplies; the supply of NVGs to troops under his command has been notoriously low, leading to rationing; and his emphasis on over-stocking of HEAP ammo has often lead to incidents with exploding cargo storages. Supporters within the MODI argue this is simply a man making the most out of a poor situation: MK1s have to be stocked because the attachment advantages of the MK2 aren’t realized with an attachment shortage; NVGs are being prioritized to FORECON to maximize their effectiveness and flare supplies are being increased to compensate for standard infantry; HEAP is required to be overstocked because of a shortage of fire support ammunition that means the standard infantry has to do more work.&lt;br /&gt;
&lt;br /&gt;
=== Ideology ===&lt;br /&gt;
&#039;&#039;Note: These points reflect the general overarching attitudes of the faction as a whole. Individual members may or may not only reflect certain portions of the faction&#039;s ideologies, have their own beliefs that are not listed here, or even disagree with some but agree with others.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Alignment:&#039;&#039;&#039; Politically varied, individuals are aligned by potential personal gain. Corporate. Internally diverse; corporate interests may conflict.&lt;br /&gt;
** Megacorp alignments, MIC alignments, UA-government alignments, etc.&lt;br /&gt;
* When acting in the capacity of a USCM member, maintaining the reputation and corporate secrets of MODI-aligned entities is paramount. Obscure and destroy physical evidence.&lt;br /&gt;
* Everyone has their own connections. Don’t look too closely at someone else’s connections, or we will not protect you from the consequences.&lt;br /&gt;
* Disputes between different interests are not the responsibility of MODI to resolve. Should conflicting individuals draw outside attention, MODI will disavow them all and move on.&lt;br /&gt;
* Repeatedly proving your dedication towards MODI-aligned entities’ interests may provide financial, career, or other benefits.&lt;br /&gt;
&lt;br /&gt;
=== Infighting and Sub-Factionalism ===&lt;br /&gt;
Magpies have the most internal factions, to the point where most ‘fourth factions’ fall under its banner tangentially.&lt;br /&gt;
&lt;br /&gt;
Primarily, conflicts lie between the different major interests. Megacorporations naturally compete with one another, individual MIC companies want their own pieces without being conglomerated, and the UA Government has its own fingers in the pie with directly-associated companies attempting to maintain influence against technically foreign actors (i.e. W/Y) without overt intervention from the government.&lt;br /&gt;
&lt;br /&gt;
Known Sub-Factions of MODI are:&lt;br /&gt;
* The Modernisation and Development Organization (MDO)&lt;br /&gt;
* The Conglomerate Cooperative (CC)&lt;br /&gt;
* The Industry and Development Cooperative (IDC)&lt;br /&gt;
* The Industry and Manufacturing Cooperative (IMC)&lt;br /&gt;
* The Corporate Cooperative (CC)&lt;br /&gt;
&lt;br /&gt;
=== Popularity ===&lt;br /&gt;
The Military Organization for Development and Innovation commands respect and resentment in equal measure. Positioned at the lucrative intersection of military logistics, corporate R&amp;amp;D, and high-level procurement, MODI&#039;s influence is undeniable but far from universally welcomed.&lt;br /&gt;
&lt;br /&gt;
Among requisitions officers, logistics commanders, and career-officers with an eye on advancement, MODI enjoys broad support. Its champions point to the technological superiority of the USCM as the cornerstone of its survival and effectiveness in the increasingly hostile era that it exists in. Its promises of fast-tracked promotions, generous benefits, and cushy post-service careers have a tendency to attract ambitious officers who have grown disillusioned with the ideological rigidity of both the CPO and HMM. However, this pragmatism breeds a very deep distrust among those not not directly benefiting from what MODI has to offer.&lt;br /&gt;
&lt;br /&gt;
Among many frontline marines and traditionalist officers MODI is seen as self-serving, disloyal, and dangerously compromised. Its critics argue that MODI&#039;s connections with foreign megacorporations, and W-Y in particular, undermine the sovereignty of not only the USCM but the United Americas as a whole, placing battlefield control and strategic assets in the hands of entities with agendas far removed from the interests of the United Americas.&lt;br /&gt;
&lt;br /&gt;
==== Successes ====&lt;br /&gt;
MODI has contributed greatly to transforming the United States Colonial Marine Corps into one of the most heavily armed and professional fighting forces in the galaxy. They&#039;ve achieved this not just through contributing to doctrine or battlefield strategizing, but through a relentless pursuit of cutting-edge military technology. Backed by corporate mega donors, MIC lobbyists, and a well-cultivated presence in Congress, MODI has secured a substantial defense budget earmarked specifically for R&amp;amp;D.&lt;br /&gt;
&lt;br /&gt;
This has been achieved through the acceleration of the classically lengthy procurement cycle. MODI has made moves to expedite a process where weapons traditionally undergo years of development, testing, and bureaucratic hoop-jumping before being considered for active use in the field. Through a combination of aggressive lobbying tactics, internal political leveraging, and cooperation with MODI-aligned logistics personnel, the organization has all but ensured that many of its prototype weapons see combat testing long before they receive approval.&lt;br /&gt;
&lt;br /&gt;
A prime example of this is the XM88 Heavy Rifle, a high-caliber, high-velocity marksman weapon that blends the stopping power of anti-material weapons with the portability of standard infantry arms. Originally developed as a corporate experiment without any confirmed buyer, the XM88 was pushed into combat usage by MODI during the Favela Wars in Greater Brazil where it proved to be exceptionally effective against lightly armored vehicles and mechanized infantry.&lt;br /&gt;
&lt;br /&gt;
However, this philosophy has come at a cost. MODI&#039;s approach has led to uneven equipment distribution where favored units receive cutting edge technology while other marines are forced to rely on older and increasingly outdated arms. Nevertheless, MODI&#039;s results have proven difficult to argue with. Reports indicate that units equipped with MODI-backed gear demonstrate a 30-40% increase in survivability and mission complete rates. MODI officials also point to the broader strategic gains their weapons provide, being that faster cycles provide stronger deterrents against insurgents and foreign militaries.&lt;br /&gt;
&lt;br /&gt;
==== Controversies ====&lt;br /&gt;
While MODI has contributed heavily to the technological edge possessed by the USCM, its deep ties to corporate interests have sparked several controversies within oversight committees and among military ranks. The organization&#039;s close ties with megacorporations like W-Y has raised serious concerns about sovereignty and security within the USCM.&lt;br /&gt;
&lt;br /&gt;
Critics, especially within the CPO and HMM, argue that MODI&#039;s influence too often places corporate profit above the welfare of marine personnel and the strategic integrity of the USCM, allowing private interests to shape its priorities, testing protocols, and even combat doctrine. There are ongoing fears that MODi&#039;s favoritism for certain contractors will or already has created a pipeline for corruption within the Colonial Marines, with promotions and resources distributed on the basis of corporate alignment rather than competency.&lt;br /&gt;
&lt;br /&gt;
MODI&#039;s drive to deploy more experimental weapons for active field testing has proven to be both a blessing and a liability. While such advancements offer marines superiority in their firepower, field testing of unproven technology in live combat has led to major operational mishaps and unnecessary casualties. The experimental nature of these pieces of equipment also mean that maintenance and logistics training often lag far behind deployment, creating gaps in readiness that more traditional factions view as incredibly reckless.&lt;br /&gt;
&lt;br /&gt;
== Relations With Other Factions ==&lt;br /&gt;
Distinct from the Hawks and the Doves, the nature of the Magpies means that two individual members may have opposing viewpoints on the same matter. The perspectives listed here are the upper MODI leadership’s personal stances or opinions, but may not broadly reflect the majority of members unlike those belonging to the other two factions. Similarly, the other two factions refer to the upper leadership/uniting principles when referencing MODI, with the understanding that individual ‘Magpies’ may have significantly varying attitudes.&lt;br /&gt;
* MODI does not outwardly concern itself with the other two major factions in the USCM, due to its ideological state being on a different axis altogether; it has members that reflect both Hawk and Dove ideologies, as well as various others.&lt;br /&gt;
* MODI does understand that large portions of its ideology concern the Hawks and Doves, despite not inherently being politically incompatible; the prevalent presence of foreign entities such as WY being a concern for the Hawks, the constant development of weapon technologies for the Doves, and the influence MODI exerts over military matters being a concern for both the Hawks and the Doves.&lt;br /&gt;
* MODI also understands that both the Hawks and the Doves still have things they do approve of or want from MODI, such as non-weapon technologies to aid in the Doves’ causes, and constant cutting-edge developments to maintain the USCM’s armament superiority for the Hawks.&lt;br /&gt;
* As such, MODI essentially plays both sides with each other faction individually; it is difficult to consider it as a singular faction with its many facets, but it still retains the influence and size of a unified faction.&lt;br /&gt;
&lt;br /&gt;
This status quo is accepted because MODI cannot afford to attempt to actively subsume the others; it is already teeming with infighting and individual motivations as-is, despite its outwards monolithic appearance.&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=USCM&amp;diff=40130</id>
		<title>USCM</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=USCM&amp;diff=40130"/>
		<updated>2026-01-15T23:20:38Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= United States Colonial Marines =&lt;br /&gt;
{| style=&amp;quot;border: 5px solid black; border-style: hidden;  height: 200px;  width: 200px; margin: 0px 0px 0px 10px; float:right;&amp;quot;&lt;br /&gt;
|[[File:USCM13.png|right|frameless]]&lt;br /&gt;
|}&lt;br /&gt;
The USCM is divided into three overarching branches, called the Marine Space Forces: Sol, overseeing the core colonies and earth, the largest of the three; Eridani, operating among the Chinese and American colonised arms; Herculis, going through the Anglo-Japanese arms and the outer fringes. Each branch operates independently, but all are responsible for protecting American space territory and working together in that goal. There is also a fourth group, the Reserves, which is stationed mostly on earth and serves to reinforce the other branches. They have not seen any active use yet, but who knows what the future holds.&lt;br /&gt;
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Marine Space Force, Herculis, Chinook 91 GSO station is a military space station in geosynchronous orbit around the colony world Georgia 525 (70 Ophiuchi A V), and is the headquarters for the Herculis branch of the USCM. Under its control are the 4th Colonial Marine Division, 4th Colonial Marine Brigade, 4th Aerospace Wing, and 1st Colonial Support Group of the USCM. Chinook 91 reports directly to O&#039;Neill station in Earth-Lunar space. The O&#039;Neill station is the main communication base between the three branches. Supervising orders from the homeworld, controlling the First Fleet and rare joint operations. It is an extremely vital station and well guarded by the First Fleet in all its might. Tithonis Mountain on Bernice 378 is another large garrison of USCM troops, such as the 1st Colonial Support Group, and there are more minor garrisons along the Anglo-Japanese arm. The 2nd Company of the 2nd Battalion of the 4th Brigade, the Falling Falcons, and the USS Almayer are stationed in Herculis. &lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
&amp;lt;small&amp;gt;&#039;&#039;Fleet insignias were made by Naut.&#039;&#039;&amp;lt;/small&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;|&lt;br /&gt;
|- &lt;br /&gt;
!{{Anchor|Factions}} &amp;lt;center&amp;gt;1st Fleet [[File:first-fleet.png|thumb|left|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Sol, O’Niell Station, L-4 Earth-Lunar system, often regarded as ‘Sol’s Fist’. The &#039;&#039;&#039;First Fleet&#039;&#039;&#039; is the oldest space fleet beneath the Aerospace Force. Officially commissioned during the early establishment of the first Mars Colonies, the First Fleet is celebrated as the old guard among the Space Force serving in some of its most vital and early anti-piracy campaigns. They are known for being awarded the highest budget due to its priority over the homeworld.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} &amp;lt;center&amp;gt;2nd Fleet&lt;br /&gt;
[[File:second-fleet.png|204x204px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Eridani, Happy Days, Helene 215(82 Eridani11), with the expansion beyond the Sol System. The &#039;&#039;&#039;Second Fleet&#039;&#039;&#039; serves as the forefront for what is known as the inner-colonies. The Fleet gained notorious fame for its actions during Operation Canton and is regarded as the most experienced of the Fleets. This reputation is arrived from coming out the least harmed in Operation Canton, but some rumours have circulated that they utilized the Third Fleet as a shield in order to sweep in for the easy glory.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} &amp;lt;center&amp;gt;3rd Fleet [[File:third-fleet (1).png|thumb|left|200px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
| Stationed in Herculis, Chinook 91 GSO station. The &#039;&#039;&#039;Third Fleet&#039;&#039;&#039; is primarily tasked with the defense of the outer-most colonies and the suppression of the Colonial Liberation Front agitations. A majority of the fleet suffers from retrofitted vessels and outdated weaponry due to major damage taken during a surprise attack in Operation Canton, and reluctance of additional funding due to the unimportance of the outer-colonies compared to that of Sol.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== USS Almayer ===&lt;br /&gt;
[[File:USS Almayer Logo.png|left|frameless]]&lt;br /&gt;
The &#039;&#039;&#039;USS Almayer&#039;&#039;&#039;, an Arikara-class patrol transport, was christened in 2171 but designed in the 2150s during an increased need for patrol craft in deep space. The first Arikara-class patrol transports were constructed in the 2160s, and the USS Almayer was the 4th ship in the class produced. The USS Almayer was constructed in the Heinlein Memorial Shipyards located above the Earth’s Moon for low gravity workstations. The main advantages of the Arikara patrol transport over other forms of transports and combat ships, is its small footprint and rapid response time. However, the marines that serve aboard these patrol transports are either a mixture of veterans from different Marine divisions or freshly graduated boot camp marines. These forces are subject to long voyages in outer territories where most luxuries do not exist, while lacking proper supplies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The USS Almayer underwent a Block 78A retrofit in 2178, which replaced many of the sensors and maintenance areas. Along with that, due to rising tensions between W-Y and various outer rim colonies. The need arose to include a Corporate Representative onboard, or so goes the official reports. The sum for this service was never officially disclosed, but the USS Almayer was equipped with an office for a Company Representative and sent to patrol corporate outer-rim colonies. &#039;&#039;&#039;For more information on the USS Almayer head [http://cm-ss13.com/wiki/USS_Almayer here].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The USCM was created following the passing of The National Security Act of 2101. The act authorizing the formal formation of four combat divisions and four aerospace wings, plus the support services organic to these formations. Its task was primarily assigned to the defense of the growing colonial frontiers of the United States government. The frontier had grown during the Great Space Race, involving the three major powers of Sol, all attempting to spread their grasp across the stars. The marines would serve as a defensive and reactionary force rather than an offensive one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was not until after the Sol Campaign, that the American military and government made use of the USCM as an offensive might, using it to wrest control of the colonial frontier through force. Their Mars and Sol colonial assets shaken due to UPP proxy funding, and an ignited civil unrest that led to a full sized conflict costing thousands in Sol. This led to a belief for the UA that a similar fate would befall the American colonies which were farther from the reach of the standard army. The belief quickly led to the rapid mobilization and armament of the USCM, along with the adaption of unrestricted military doctrine on civilian colonies. The result caused the ignition of Operation Canton.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Operation Canton became the USCM&#039;s first offensive deployment, tasked with retaking the colony of Canton whose colonial government was overthrown in a social coup supported by the Union Of Progressive People in 2165. The number of marines peaked at 240,000 active combat Marines and over a dozen combat warships, resulting in one of the largest conflicts fought between two major super-powers in decades. Eventually both sides withdrew after the usage of nuclear weaponry, devastating the colonial population and leaving scars that would echo and become rallying calls for future colonies against falling under the banner of either power.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Current day, the number of active combat marines have dropped to 165,000, with a further 50,000 in reserve stretched across the three sectors of Sol, Eridani, and Herculis. The USCM finds itself locked in a war on insurgency mainly in Herculis with everyday seeing another colony on the frontiers go dark due to an unseen enemy, or another colony declaring itself independent and aligning itself with the loose conglomerate known as the Colonial Liberation Front. As a result of the growing concerns during the Cold War against the UPP, most military funding has been directed inwards to Sol and the inner colonies of Eridani, leaving much of the USCM forces and warships in Herculis either outdated or retrofitted. The situation only continues to grow worse with new enemies appearing daily and insufficient funding and manpower to meet the threat head-on.&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
====Sol Campaign ====&lt;br /&gt;
Regarded as one of the largest wars humanity has seen since the Great Wars of the early 21st century. The Sol War was the first major interstellar war fought between the colonial government of Mars, secretly backed by the UPP, against the UA and 3WE forces. The aim was to overthrow their administrative grasp on the massive colony. The total casualties still remain unaccounted for to this day, but body estimates fall into the high millions and also thousands of naval vessels were lost, while trying to take control of space above and secure vital naval ports.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most casualties are accredited to failure in adapting more modern military doctrine when dealing with multi-planetary conflict. The first wave of reinforcements that was sent to put down the Mars Rebellion, resulted in the loss of over 300,000 soldiers in the first week due to poor coordination. This was due to the failure to disable planetary anti-warship batteries, and fighting against an enemy on their homeland and home space. As a result, Mars forces were able to mobilise defences across the colonies, turning what was anticipated to be a quick war into a long gruelling conflict stretching over four long years.&lt;br /&gt;
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The War eventually came to a close with the capital of both UA and 3WE colonies&#039; captured and colonial government leaders subdued. However, the scars would remain, even to the modern day. Leading to major humanitarian issues, children of dead families caught in the conflict, and a still recovering economy. Mars was permitted to create its own self-defence force, in order to present them a sign of friendship, however it remains severely underfunded with a limit of how many naval vessels and soldiers it may keep in its rosters.&lt;br /&gt;
&lt;br /&gt;
==== Slaughter of Xibou ====&lt;br /&gt;
The Slaughter of Xibou was a disasterous campaign for USCM and has even been accredited as the spark that ignited CLF. The mission plan was to take down a local colonial freedom fighter. The freedom fighter had managed to convince the planet of Xibou to declare independence, and this action forced the hand of USCM to make an example. The end result was countless dead colonists, which were by far largely innocent. The USCM had to go through several political coverups and not much of this affair is publicly known. Details shrouded in mysteries and information buried deep in archives. The precise reason as to why it ended in such a tragedy is unknown.&lt;br /&gt;
&lt;br /&gt;
====Operation Canton ====&lt;br /&gt;
Operation Canton was the first major conflict that USCM was deployed into, since the Sol Campaign pressured congress to bolster their funding and recruitment. The colony world of Canton suffered from a socialist-led coup, resulting in overthrowing the UA-supported government and the installment of a pro-UPP regime. American Government and USCM High Command, already haboring a deep distrust in the colonies, wasted no effort in mobilizing and deploying a massive task-force. The task-force being solely dedicated with retaking the colony by force. The UPP also not desiring to lose the opportunity to get their hands on a rich colonial world deployed their own task-force, resulting in the first major engagement between the two super-powers since the start of the Cold-War.&lt;br /&gt;
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The Operation was extremely bloody, most notably for the civilians caught in the crossfire. The USCM had already gained a sour reputation among colonial worlds due to rumored massacring of civilians. There was also a deep dislike for the colonies by veteran officers who had served in the Sol Campaign. They foresaw Canton as the second Sol Campaign and therefore permitted marines off the record to fight unrestricted, regardless of civilian life caught on the battlefield, in order to prevent such a disaster from occuring in American history a second time. Some historians argue these cruel stances by High Command as a result of nervousness and desire to protect more American lives, however others saw it as a sole desire to uphold American hegemony through an iron fist.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The end of the conflict was the usage of nuclear weapons and withdrawal of both of the UPP And USCM forces after years of battle. The conflict failed to see a winning side with most of the colony now in ruins and referred to as &#039;unusable&#039;. After the full withdrawal, a humanitarian relief force was assembled and said to have been sent to aid those left in the aftermath. However, little money actually went to the relief force. In the end after the media had blown over the incident and forgotten it. The relief force was eventually disbanded and the planet left on its own. The disaster quickly became the first rallying call for a rise to action with the belief of &#039;Fend for ourselves&#039; mentality.&lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
==== Standard ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=&amp;quot;200&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|- . &lt;br /&gt;
![[File:USCM_Standard_Marine.png]]&amp;lt;br&amp;gt;Private  | Pvt.&lt;br /&gt;
|A Private is the youngest and newest enlisted soldier to the USCM. They typically vary in age but at most have basic training in firearms from boot-camp. Each is assigned to a marine squad within a Platoon and answers directly to their Squad Leader who is expected to guide them in the field of battle. &lt;br /&gt;
|- . &lt;br /&gt;
![[File:USCM_Standard_Marine.png]]&amp;lt;br&amp;gt;Private First Class| PFC.&lt;br /&gt;
|A Private First Class are usually marines who&#039;ve either been in the Colonial Marine Corps long enough or earned enough combat patrols and assignments to be promoted from Privates. More experiences than fresh boot camp marines, they are the bread and butter of the marine corps. Each is assigned to a marine squad within a Platoon and answers directly to their Squad Leader who is expected to lead them in the field of battle.&lt;br /&gt;
|-&lt;br /&gt;
![[File:USCM_Medic.png]][[File:USCM_Squad_Engie.png]][[File:USCM_SG.png]][[File:Gl_spec.png]]&amp;lt;br&amp;gt;Lance Corporal | LCpl.&lt;br /&gt;
|A Lance Corporal is the third rank in any marine squad. Mostly, they consist of PFCs who have proven their worth and have been recognized for surviving their first battle by listening to orders or by sheer luck. Some Lance Corporals also opt for additional training which is provided to them upon promotion, allowing for them to serve as Hospital Corpsman, Combat Technicians, Smartgunners or Weapon Specialists.&lt;br /&gt;
|-&lt;br /&gt;
![[File:IntelOfficer.png]]&amp;lt;br&amp;gt;Corporal | Cpl.&lt;br /&gt;
|A Corporal is often the senior private of any marine squad. They are survivors of various battles and may at some point have even taken command of their own squad due to its more senior leadership being wounded or killed in combat. They are designated the Fireteam leaders meant to aid the squad leader in coordinating the other marines. &lt;br /&gt;
|-&lt;br /&gt;
![[File:SL.png]]&amp;lt;br&amp;gt;Sergeant | Sgt.&lt;br /&gt;
|A Sergeant is a NCO that has proved not only his combat capability but also his leadership abilities in the field of battle. These are hard-line soldiers who have survived and contributed to countless battles and USCM successes. They are the veterans and the lowest ranking NCOs in charge of the squads assigned to them. Due to their superior combat and leadership abilities they are put in direct communication with the commanding officers of the operation and often make personal calls in the field when faced with difficult situations. One would not expect to get into a fight with a Sergeant and walk out unharmed.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Military Police ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=&amp;quot;200&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; | Description&lt;br /&gt;
|- . &lt;br /&gt;
![[File:MilitaryPolice.png]]&amp;lt;br&amp;gt;Sergeant  | SGT.&lt;br /&gt;
|The lowest of ranks in the Military Police Force. Military Police Sergeants are tasked with the maintaining of the Uniform Code of Military Justice onboard any USCM vessel or military base they are assigned to. They are often deployed as companies and fall beneath a Lieutenant Commander. They are trained in the art of policing and are prepared to ensure the law is followed at any cost.&lt;br /&gt;
|- !&lt;br /&gt;
![[File:WarrantOfficer.png]]&amp;lt;br&amp;gt;FirstLieutenant | 1stLt.&lt;br /&gt;
|Senior Officers in the Military Police Force and commonly referred to as the Chief of Military Police, the CMPs are regarded as veterans who are trusted with command of a Military Police unit onboard USCM vessels and bases. They are responsible for reporting to the Provost Marshal should an issue arise with their assigned Commanding Officer or if a major law crisis occurs. No lawbreaker can avoid their watchful eyes. &lt;br /&gt;
|-&lt;br /&gt;
![[File:WarrantOfficer.png]]&amp;lt;br&amp;gt;Provost Marshal  | PM. &lt;br /&gt;
|The Provost Marshal is the highest authority any member of the Military Policing Force can achieve in their career. They are regarded as the judge, jury, and executioner and are responsible for ensuring that the Uniform Code of Military Justice is obeyed throughout the Colonial Marine Divisions they are assigned to. Their power is unmatched and with only a signature they hold the authority to have any Commanding Officer be put under court-martial and have their military rank and authority stripped.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Officers====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=&amp;quot;200&amp;quot; |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|- . &lt;br /&gt;
![[File:Pilot.png]]&amp;lt;br&amp;gt; Second Lieutenant | 2LT.&lt;br /&gt;
|A Second Lieutenant is the lowest rank in the officer-corps and is primarily composed of Officer Academy graduates who are trying to earn their role and recognition in the USCM. Second Lieutenants are generally more specialized in certain tasks, such as data collection, or piloting the dropships used by the USCM on their Air to Ground deployments.&lt;br /&gt;
|-&lt;br /&gt;
![[File:BridgeOfficer.png]]&amp;lt;br&amp;gt; First Lieutenant | 1Lt. &lt;br /&gt;
| A First Lieutenant is the second lowest rank in the officer-corps. An 2Lt who has served with the USCM for even a few years can find themselves a promotion to this rank. These are officers who are trying to earn their role and recognition in the USCM. Their primary hope is to one day Captain a vessel of their own but until then their time is spent on Overwatch or maintaining the ship&#039;s systems. &lt;br /&gt;
|-&lt;br /&gt;
![[File:XO.png]]&amp;lt;br&amp;gt; Captain| CPT.&lt;br /&gt;
|A Captain is the second in command of any vessel they serve on, as Executive Officers they are expected to help coordinate the ship and if the Major has a problem they are unable to deal with  is incapacitated, the Executive Officer steps in to solve it and fill in as Acting Commanding Officer until the Major is back to good health.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Commander.png]]&amp;lt;br&amp;gt;Major | Maj.&lt;br /&gt;
|A Major is a position given to officers who have proven their worth and abilities to be trusted as Commanding Officers of vessels of their own. They serve as the sword and shield of the Fleets. The vessel they command falls in line with a division beneath a battle-group.&lt;br /&gt;
|-&lt;br /&gt;
![[File:commodore.png]]&amp;lt;br&amp;gt;Lieutenant Colonel | Lt.Col.&lt;br /&gt;
|A Lieutenant Colonel is a senior position for Major&#039;s who are awaiting their transition to Colonel and have proven their dedication as an officer both to their vessel and to the Rear Admiral they serve beneath. They serve as model examples of a Major and often advisors to Officers below them. Due to their seniority and trust by the Generals of the Marine Corps, the Lieutenant Colonel are placed in charge of marine divisions within the battle-group and are expected to carry out the missions and orders given to them by the Brass. &lt;br /&gt;
|-&lt;br /&gt;
![[File:rearadmiral.png]]&amp;lt;br&amp;gt;Colonel | Col. &lt;br /&gt;
|A Colonel is the first step into earning the stars in the officer-corps and answers directly to the Brigadier Generals. They are the highest ranking authority in charge while away from Headquarters in the field and are chosen based on their quality leadership and strategic minds.&lt;br /&gt;
|-&lt;br /&gt;
![[File:viceadmiral.png]]&amp;lt;br&amp;gt;Brigadier General | BGen.&lt;br /&gt;
|A Brigadier General serves directly below the Major General and is the first step into the brass. They are expected to carry out tasks given to them by the Lieutenant Generals in the sector and make tactical decisions that result in the greatest benefit to the USCM.&lt;br /&gt;
|-&lt;br /&gt;
![[File:admiral.PNG]]&amp;lt;br&amp;gt;Major General| MajGen.&lt;br /&gt;
|A Major General is the fourth highest ranking position a USCM Officer can achieve. There are three at a time in the USCM and are each stationed in the primary headquarters of the sector they are in charge of. They are tasked with coordinating and organizing one of the three Marine Space Forces designated to them and are responsible for all military matters pertaining to their designated fleet&#039;s sector and are expected to report to the Lieutenant General.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fleetadmiral.png]]&amp;lt;br&amp;gt;Lieutenant General | LtGen.&lt;br /&gt;
|The Lieutenant General is the third highest ranking officer in the USCM. They are tasked with overseeing all three sectors and fleets of the USCM and are responsible for coordinating defensive and offensive measures against any movement that would be perceived as a threat to the United States. They report directly to the General.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fleetadmiral.png]]&amp;lt;br&amp;gt;General | Gen..&lt;br /&gt;
|The General is the second highest ranking officer in the USCM. They report directly to the Commandant of the Marine Corps.&lt;br /&gt;
|-&lt;br /&gt;
![[File:fleetadmiral.png]]&amp;lt;br&amp;gt;Commandant of the Marine Corps| CMC.&lt;br /&gt;
|The Commandant of the Marine Corps is the highest ranking officer in the USCM. They are a member of the Joint Chiefs of Staff and advise the President of the United States on matters relating to military action.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:UPP_Patch.png|64px]] &lt;br /&gt;
Union of Progressive People (UPP)&lt;br /&gt;
|The Union of Progressive People and the United Americas have been locked in a Cold War for decades. Since the end of the Great Space Race and military conflicts such as the Core Conflicts and the Tientsin Campaign, movement and amassing of military forces along borders has not been uncommon. Various skirmishes between the two are common, but undisclosed to the public, as the result could escalate into a full-scale nuclear war. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|CLF}}[[File:CLF_Patch.png|64px]] &lt;br /&gt;
Colonial Liberation Front (CLF)&lt;br /&gt;
|The Colonial Liberation Front are the USCM&#039;s primary enemy in the Neroid Sector. Their ideology opposing the Americas&#039; Government which they believe have long since abandoned the colonies. As a result, they wage a fierce guerrilla war on the Marine forces. Although under-equipped and undermanned compared to their marine enemy, they have made up for such lacking with strategic hit-and-run tactics which have proved devastating in the war of attrition with the under-manned USCM forces in the sector.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:WY_Patch.png|64px]] &lt;br /&gt;
W-Y Corporation (WY)&lt;br /&gt;
|The USCM purchases equipment from Weyland Yutani in great numbers and is very close allies with its founding country the Three World Empire. However, suspicions continue to be raised surrounding the disappearance of USCM vessels and colonies on the far frontiers and traces have continued to lead to W-Y itself, straining relations intensely. &lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|RESS}}[[File:3WE_Patch.png|64px]] &lt;br /&gt;
Three World Empire (TWE)&lt;br /&gt;
|The Three World Empire maintains a firm but uncertain alliance with the USCM and its UA government since the early rise of the UPP and colonization of the stars. Both powers have competed for colonial expansion, such as on Mars where the planet was split between the two major powers. The end of earlier conflicts marked the first major rift between the two as both attempted to redraw the territorial lines creating fierce tension between the two superpowers. The USCM only grows more wary due to the 3WE having close ties to WY whom the military is suspicious of, creating an even greater rift between and aiding in the crumbling of relations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=CLF&amp;diff=40129</id>
		<title>CLF</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=CLF&amp;diff=40129"/>
		<updated>2026-01-15T23:20:20Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;center&amp;gt; &lt;br /&gt;
= Colonial Liberation Front =&lt;br /&gt;
[[File:CLF_Flag.png]]&lt;br /&gt;
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&#039;&#039;&amp;quot;The most commonly used banner of the CLF.&amp;quot;&#039;&#039;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:colony_house.jpg|300px|right|thumb|&amp;lt;center&amp;gt;&amp;quot;A CLF base of operations in a unknown colony&amp;quot;&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The Colonial Liberation Front is a paramilitary group primarily located in the Neroid sector of United Americas space. Their stated goal is to secure the independence of all of the colonies in the Neroid sector. They are the largest and most active militant group pushing for the independence of the colonies. The United Americas government classifies the CLF as a terrorist organization, with membership in the organization or providing financial or material support for the CLF being prosecutable offenses.&lt;br /&gt;
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The CLF grew organically from several different groups that formed in the wake of the Slaughter of Xibou in 2164. Prior to the slaughter of Xibou the conflicts between the United Americas government and the colonists of the Neroid sector had remained mostly non-violent. The sudden increase in tensions after Xibou, combined with the images of slaughtered fighters and civilians alike, greatly increased the willingness of the colonists to take up arms against the United Americas. Several different militant groups formed in the years following the Slaughter, and as they negotiated with one another and found common cause the CLF was formed from their union.&lt;br /&gt;
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== History ==&lt;br /&gt;
[[File:CLF_Standard.png|300px|right|thumb|&amp;lt;center&amp;gt;&amp;quot;Young CLF member&amp;quot;&amp;lt;/center&amp;gt;]]&lt;br /&gt;
The CLF finds it&#039;s origins in the poor treatment and economic exploitation of the colonists of the Neroid sector combined with the increased difficulty that the United Americas has in governing the vast reach of space that it has claimed. Many of the people that travelled to the colonies did so for the promise of finding a better life, but instead found only harsh and inhospitable worlds lacking in many of the amenities that they had come to take for granted. The situation was made worse by piracy and lawlessness, though that was kept in check at first by the Colonial Marshals as well as the United Americas military forces. These issues were greatly exacerbated by the Sol Campaign of 2159 and by the Anti-Colonial Insurgency Act of 2161. The Sol campaign served to draw much if the USCM force tasked with keeping piracy in check out of the Neroid sector as they were re-tasked with more urgent assignments. The Anti-Colonial Insurgency Act of 2161 strictly curtailed much of the authority of colonial politicians and limited the number of weapons and supplies sent to colonies in order to prevent stockpiling of equipment. The USCM believed that stockpiling of equipment had played a major role in the Mars Militia&#039;s prolonged success, and they wished to deny the Neroid sector colonies any chance of developing similar stockpiles. This resulted in under equipped colonists and Colonial Marshals not being able to reliably defend themselves from hostile wildlife and pirates, while also no longer being able to effectively care for those wounded when defending their homes or those who fall sick to illness. &lt;br /&gt;
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The lack of adequate supplies, growing piracy, and strictly curtailed ability to self govern bred discontent in the Rift, which in turn caused the Free Colonies movement to come into being. The Free Colonies movement is the general term for the idea that the United Americas in unable to effectively govern it&#039;s colonies and that the colonies, and that the people of the colonies should resist United Americas governance in order to earn their freedom. These ideas caused a series of protests and civil unrest, which was often met with violence from the Colonial Marshals as well as the Unitad Americas imposing further increased sanctions on the colonies.&lt;br /&gt;
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The situation in the Neroid sector took a massive turn in 2164 when a colonist named Atticus Graves called for the independence of Xibou. He was a mining foreman, and his short five page manifesto called for armed uprising and open rebellion against the United Americas government. Graves believed that the colonists who live in the rift could fight off any USCM response due to their determination and their knowledge of their home colonies. He claimed that the colonial militia members have drive to fight for freedom, and that the USCM soldiers had no will to fight and die on the soil of colonies so far from their own homes. Graves believed that determined colonists could win their independence by causing the United Americas to lose the will to fight in the Rift. Graves formed a militia, and his militia overran the government buildings and spaceport on Xibou. Grave&#039;s militia also either killed or imprisoned all of the Colonial Marshals on the planet. Graves then took on the mantle of provisional governor of Xibou and proceeded to try to run his planet. His governorship was shortlived however, as USCM forces made planetfall and killed every militia member they could find. Grave&#039;s militia numbered at around 1,000 members, but they were supported by many colonists who were swept up in the rebellion and who believed in the Free Colonies movement. When the USCM made planetfall they could not readily identify which colonists were the armed militants and which were non-violent colonists. The USCM simply shot everyone that they suspected of being a militia member, resulting in many civilian casualties. This, the &amp;quot;Slaughter of Xibou&amp;quot;, was a polarizing event in the colonies. While some supporters of the Free Colonies movement got cold feet and withdrew from the movement, many more became significantly more militant in their outlook. This event stands as the turning point that radicalized many of the original CLF members.&lt;br /&gt;
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This increasing militancy led to fewer protests and demonstrations and more acts of sabotage. Cells began to form and negotiate with one another. Many different groups formed in this time period. The CLF name itself stems from a sound bite from United Americas news, which described to the whole of armed resistance as a &amp;quot;front of colonial liberation&amp;quot;, and later referenced it again as &amp;quot;... this colonial liberation front ...&amp;quot; &lt;br /&gt;
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The CLF has continued its campaign of armed resistance. Recently there have been attempts by the UPP to shape the course of events in the Neroid sector as well. The UPP has begun to extend offers of material support and training to larger CLF cells in the sector. They have also encouraged some cells to prepare to again try for open armed insurrection similar to what Graves tried on Xibou. While no cells have attempted full insurrection yet, many cells are training many new fighters in preparation. It is only a matter of time before insurrection erupts on some or all of the planets in the Neroid sector.&lt;br /&gt;
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== Ideology ==&lt;br /&gt;
There are many among the populace of the Neroid sector who believe in some form of independence for the sector. This common viewpoint is referred to as the Free Colonies movement. There is no general agreement as to what form this freedom would ideally take, though some of the more popular opinions are that the colonies should be completely independent, that they should join the UPP, and that they should form a confederation of colonies and self govern together. There are many colonists who support the Free Colonies movement without supporting the CLF. There are also many people outside of  the Neroid sector that support or at least sympathize with the Free Colonies movement.&lt;br /&gt;
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The CLF ideology can be classified as a subset of the Free Colonies ideology, largely drawn from Atticus Grave&#039;s manifesto. Specifically, the CLF wants the same goals but differs vastly in which methodology they believe will accomplish those goals. The CLF believes that the path towards independence for the colonies of the Rift is one of armed conflict. The CLF embraces militant conflict with any faction that would seek to control the Rift. They sometimes even come into conflict with other non-CLF factions fighting for independence for the Rift, because they see those factions as still attempting to impose their authority on the Rift. They believe that freedom for the Rift the something that only they can provide.&lt;br /&gt;
Because most members of the CLF believe that the only path to freedom for the colonies in the Neroid Sector is one of armed uprising, CLF members are definitionally willing to commit acts of extreme violence against anyone that their leadership identifies as a threat to their goals.&lt;br /&gt;
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== Activities and Methodology ==&lt;br /&gt;
While the members of the Colonial Liberation Front can broadly be described either as idealistic freedom fighters or terrorists, there is none the less a broad range of motivations within the group. A meaningful fraction of the ship based CLF cells only loosely adhere to CLF ideology, seeing the CLF instead as more of a flag of convenience to fly while engaging in acts of piracy and murder. Many ports and free stations in the Rift that refuse to have dealings with pirates will still happily deal with CLF ships. In their eyes piracy is legitimized by the flying of the CLF banner and the restricting of their prey to United Americas shipping. This means that acts of piracy are incredibly common under the CLF banner. Though United Americas shipping is treated brutally by the CLF, colonial shipping sometimes doesn&#039;t fare much better. It is not uncommon for captains of CLF ships to board &amp;quot;friendly&amp;quot; shipping and demand a hefty donation in order to compensate the CLF for the &amp;quot;protection&amp;quot; provided. This practice has led to occasional conflicts between piratical CLF factions who freely prey upon any ship they see and &amp;quot;idealistic&amp;quot; CLF cells which limit themselves to only preying upon United Americas shipping.&lt;br /&gt;
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Other illegal activities have been linked to the CLF as well. The CLF engages in many acts of smuggling throughout the colonies, bringing illegal goods both into and out of the Rift. The most commonly smuggled goods are weapons and narcotics. The CLF engages in bribery of border officials and Colonial Marshals, as well as crooked and illegal deals with the major corporations that are active in the Neroid sector. There are also numerous acts of sabotage, vigilantism, destruction of property, and murder that are committed by CLF fighters.&lt;br /&gt;
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== Weaponry ==&lt;br /&gt;
The CLF lack any sort of standardized weaponry. Early on in their existence the typical armament for a CLF member was either a civilian pistol or an obsolete submachine gun, supplemented by improvised explosives. While these weapons are still potentially deadly in the hands of a determined CLF fighter, they still leave a lot to be desired compared to modern weaponry.&lt;br /&gt;
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As the conflict has drawn on the cells have slowly become more heavily armed, being able to source previous generation assault rifles such as the mar-40 as well as modern plastic explosives and grenades. This has been attributed partially to the group&#039;s increased reputation and power drawing in better armaments suppliers, and partially to their improved finances due to the success of their legal and illegal ventures. Even with their more modern weaponry, the CLF tend to be critically short on heavy weapons and support weapons of any type.&lt;br /&gt;
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In 2188 CLF propaganda appeared showing CLF fighters in posession of modern UPP weaponry. When United Americas news media aired the images there was a frenzy of speculation as to the source of the modern firearms. The popular opinion, as spurred on by media speculation, is that the newly acquired arms are from corrupt generals in the UPP moving to cash in on the rich arms market in the Neroid sector. Those weapons are actually material support given to the CLF by the UPP. Unbenownst to the United Americas media, the UPP has also equipped some cells within the CLF with significant support weaponry as well. This contributed significantly to the success of the CLF in inflicting heavy damage to the USCM forces involved in Operation Tychon Tackle, especially the anti-ship missiles that the CLF otherwise would not have had the ability to produce nor the expertise to use effectively.&lt;br /&gt;
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The CLF also lack modern spacecraft armaments. Most of their naval forces consist of modified commercial vessels. These vessels are adequate when it comes to the acts of piracy that the CLF commonly commits, but are wholly inadequate in countering modern USCM vessels. Their naval vessels have inferior speed, range, armor, pdw, and armaments compared to USCM vessels. Most notably lacking is their armaments, which usually consist of batteries of modified ground based artillery. Although these armaments have been modified to function in space, they lack the projectile speed and tracking to operate effectively outside of several dozen kilometers. These ranges are considered to be &amp;quot;knife fighting distance&amp;quot; in terms of space battles, leaving ambush as the only option for effectively engaging USCM warships.&lt;br /&gt;
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== Ranks ==&lt;br /&gt;
The CLF has historically been organised into loosely associated and quasi-independent cells. There are two types of CLF cells, ship based cells and ground based cells. The ship based cells are sized according to the crew requirements of their ship, usually between six and twelve members. Ground based cells tend to be similarly sized. In larger cities or when carrying out larger operations ground based cells tend to pull multiple cells together to increase their available manpower. The cells are typically led by a captain, which is usually the captain of the vessel for space based cells. Planet or station based cells usually use the same rank, but without the naval connotations. Individual ranks vary wildly between cells, if there are even ranks at all. The generally accepted term for a standard CLF soldier is a &amp;quot;fighter&amp;quot;, and the term &amp;quot;CLF Fighter&amp;quot; is used by both the USCM and the CLF themselves. While individual cells share the same overall goals and ideology, though their methods and tactics differ wildly. &lt;br /&gt;
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Cells usually form stronger ties with other cells on the same planet or station. Usually one of the cells in such a group of cells will take on more of a leadership role when coordinating with other cells from other worlds. The leadership cells only maintain loose associations with other leadership cells on different worlds, and usually have no association with non-leadership cells outside of their own cell group. The exception to this is any ship based cells, which are more independent. They typically maintain loose associations with other ship based and land based cells but do not tend to group into larger networks. Ship based cells are also usually less likely to link up with other ship based cells in order to pool resources and manpower.&lt;br /&gt;
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In recent years there has been some reorganization of the CLF cell based structure. Seemingly emboldened by the recent lessening of USCM presence in the sector, some cells have begun to grow larger and to claim territory as their own. Where before cells stayed in the shadows, emerging only to strike targets of opportunity, some cells are now using the lack of USCM presence in the Neroid sector to operate more openly. These larger cells are growing to a strength of several hundred or sometimes even several thousand members, and are training in concealed camps and bases. These larger CLF organizations also typically maintain armed and armored ground vehicles and sometimes ships that have been refitted for combat duties. CLF facilities on established worlds stay hidden due to actual, willful, or coerced ignorance on behalf of the Colonial Marshals.&lt;br /&gt;
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==== Ground Cell ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200 |Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:CLF_Standard.png]] &amp;lt;br&amp;gt;Guerrilla &lt;br /&gt;
| The standard soldier in the CLF movement. Primarily recruited from the colony population and consist of various roles such as mere janitors, desk-workers, garbage-haulers, and even miners the front-line forces of the CLF movement severely lack proper military training and are forced to make use of basic instinct and what they have on hand. However, what they lack in combat is fiercely made up for with their hearts for the cause.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Tech.png]] &amp;lt;br&amp;gt;Field Technician [[File:CLF Engineer icon.png]]&lt;br /&gt;
| The technicians, the CLF trained engineers primarily consist of colonists who have worked as colony generator engineers and minor maintenance technicians. Lacking in most basic equipment compared to most militaries, the engineer trained are forced to utilize creativity to create shoddy weaponry to fight back against the USCM such as outdated rifles, molotovs, and dangerous stun-prods.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Medic.png]] &amp;lt;br&amp;gt;Field Medic [[File:CLF Medic icon.png]]&lt;br /&gt;
| The medical personal of the CLF movement. Mainly consisting of colony doctors and nurses, the CLF medics are the triage for the fighters against the USCM tyranny. They are the grease and oil that ensures the fighting machine of the CLF dues not rust and grind. &lt;br /&gt;
|-&lt;br /&gt;
![[File:gunner.png]] &amp;lt;br&amp;gt;Field Specialist [[File:CLF Specialist icon.png]]&lt;br /&gt;
| The tactical soldiers of the CLF movement, the specially trained consist primarily of colonial marshals who have turned against their own beliefs and chose to side with the CLF. They possess greater weapons skills then that of a standard soldier in the movement and through intense training have been able to learn and make use of heavy weaponry not available to most standards on the frontline.&lt;br /&gt;
|-&lt;br /&gt;
![[File:CLF_Leader.png]] &amp;lt;br&amp;gt;Cell Leader [[File:CLF Leader icon.png]]&lt;br /&gt;
| The Local Leader is the brains and strategist of the local CLF cell&#039;s movement. Usually the leader is an individual who once served in the position of a colonial government or in a higher rank of a specific department on a colony. Highly looked upon by their followers the local leader coordinates the insurrection against the USCM, outgunned and outmatched they hold their ground believing that colonial freedom is worth every sacrifice.&lt;br /&gt;
|}&lt;br /&gt;
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== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200 |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|UPP}}[[File:UPP_Patch.png|64px|link=UPP]] &amp;lt;br&amp;gt;Union of Progressive Peoples&amp;lt;/center&amp;gt;&lt;br /&gt;
| While the CLF publicly holds a wary, defensive stance against the UPP, as they are strictly opposed to any major power that might bring them under heel, in truth various CLF cells are directly funded by or even in secret contact with the UPP. Within these cells, the UPP is usually viewed as a necessary evil that the CLF must take the help of to stand a chance against the combined might of the UA and TWE.&lt;br /&gt;
Through these connections, the UPP smuggles in weapons and special forces that provide military training to the guerrilla forces, which even the unconnected cells often benefit from, whether blindly or through intentional ignorance. Though the UPP publicly maintains that they are uninvolved in the CLF movement, it remains a common belief among the CLF that the UPP intends to infiltrate their cause, leading to some suspicion towards new recruits.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|CLF}}[[File:WY_Patch.png|64px|link=W-Y]] &amp;lt;br&amp;gt;W-Y&amp;lt;/center&amp;gt;&lt;br /&gt;
| Due to the omnipresence of megacorp involvement in colonial affairs and infrastructure, the CLF have become overtly hostile to W-Y and other megacorporations. They have seen and experienced horrific mistreatment by corporations firsthand, and have attempted to purge any corporate influence in colonies under CLF control.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|W-Y}}[[File:USCM_Patch.png|64px]] &amp;lt;br&amp;gt;United Americas&amp;lt;/center&amp;gt;&lt;br /&gt;
| The CLF is openly engaged an asymmetric war of liberation against the UA in the Neroid Sector, with many engagements against USCM forces. They are firmly against the UA&#039;s provided support to the TWE in the sector, which has led to harsh treatment of interstellar colonies by USCM forces, and the failures to address the colonists&#039; concerns regarding their health, safety, and security. As such, the CLF is united in dedication of expelling the Colonial Marines from the Sector, which is seen as an essential step to establish independence.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|TWE}}[[File:3WE_Patch.png|64px|link=Three World Empire]] &amp;lt;br&amp;gt;Three World Empire&amp;lt;/center&amp;gt;&lt;br /&gt;
| Since most of the Neroid Sector is within the Three World Empire&#039;s domain officially, the CLF&#039;s ultimate shared goal of colonial independence has resulted in waging a war of liberation against the TWE alongside the United Americas, with the movement present on both UA and TWE-governed colonies across the sector and uniting regardless.&lt;br /&gt;
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The UA and TWE are both considered by the CLF to have mismanaged the colonies and treated the colonists unfairly, and due to political circumstances and pacts involving the Neroid Sector, USCM and TWE units regularly operate in each other&#039;s colonies. This has led the CLF to broadly consider the two nations as a single hostile force against the movement, and to believe that both must be expelled from the sector to accomplish the CLF&#039;s goals of liberation and independence.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Synthetics&amp;diff=40128</id>
		<title>Synthetics</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Synthetics&amp;diff=40128"/>
		<updated>2026-01-15T23:18:18Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Synthetics =&lt;br /&gt;
The Synthetic is a humanoid unit most famously created by W-Y. It has gone through several iterations and has countless specifications, but one hasn&#039;t changed. Synthetics are embedded with core directives that guide their every move and their being. &lt;br /&gt;
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== Biology ==&lt;br /&gt;
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The modern synthetic is a highly complex machine: stronger, faster and better coordinated than any human. The basic chassis is a carbon fiber skeleton with attachment points for the artificial musculature. The muscles are vat-grown silicon colloids powered either by pumped micro-hydraulics or electrical stimulation. Power for the synthetic is supplied by a continuous hydraulic pump located in the central processing unit, which rests in the head. &lt;br /&gt;
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As in a human, the skeletal structure is inherently unstable and is effectively suspended by the musculature. No limb locking, joint motorization or gyro-stabilization is present as in any other creation by humanity. Instead, the muscles must work actively to keep the chassis standing upright while active feedback systems control its stability. Muscle layout and operation, as with certain other internal function, are homologous with those of the human body. Often mistaken for blood or milk, the circulatory fluid is a form of white liquid latex used to lubricate their interior systems.&lt;br /&gt;
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Despite their advantage in speed and strength over human and their impervious to pain, synthetics are not especially tough. Indeed by comparison they are somewhat fragile. Though the skeletal structure of an android is sturdy, the electronics and fluid musculature are extremely vulnerable to hydrostatic shock and explosive effects from small arms fire. A direct fire to the central processor (located in the head) will result in immediate deactivation of a unit, though in most cases a partially destroyed android can continue to function, albeit handicapped. Even headless, a synthetic can still speak and acknowledge their surroundings. In hostile environments, synthetics require similar protection to humans, though they do not require a breathable atmosphere. Corrosive atmospheres will melt them, extreme pressure will squash them flat, and hard vacuum will explode them.&lt;br /&gt;
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The synthetic&#039;s mind is an integrated Carbon 60 processor with a processing speed of 1015 floating point operations per second. Memory capacity includes 50 terabyte of fast cache buffer RAM and 90.7 Petabyte of non-volatile memory. The system is constructed around a very powerful heuristic logic driver, making decisions based upon imported sensory data, information drawn from experience and the android&#039;s vast inbuilt databases. Intuitive functions are derived from prior experiences, as well as observing humans on their day-to-day routine. The modern day synthetic can lift 450lbs at a maximum, while the older Generation 1 can lift 600lbs at maximum.&lt;br /&gt;
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A synthetic’s personality is randomized when constructing their central processor on the factory line assembly, there are over 3 million possible personality quirks available for synthetics. Some quirks make the synthetic appears more robotic or more human, this is to allow a difference in character and make it easier for the staff to identify with the synthetic easier. The Company has some quirks personally designed by engineers, others are generated from pop culture, and others are specifically requested from customers.&lt;br /&gt;
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Their appearance is customized according to the quirk, request of buyer or the work environment the Synthetic unit is going to operate in. The choices for appearance include a wide range of ordinary haircuts with standard hair colours. A body molded into the body types slightly underweight, average or slightly overweight. Eyes and skin colour are culturally appropriate, while randomized. Most producers of Synthetics pride themselves in making the unit as ordinary as possible and to have them be indifferent to humans. The goal is to have them blend in with the human population.&lt;br /&gt;
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== History ==&lt;br /&gt;
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&#039;&#039;&#039;2066&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Adam model of synthetics were created, resembling a modern day powerloader far more than the humanoid androids we see today.&lt;br /&gt;
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&#039;&#039;&#039;2078&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The first synthetic uprising in history, where a group of protesters hacked the Adam models for their own intents, resulted in human casualties of the police and some National Guard soldiers.&lt;br /&gt;
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&#039;&#039;&#039;2078&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
All current synthetic models are outlawed and deconstructed, and all future productions are banned.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2088&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Synthetics are now allowed to be produced again, under the condition that they are no longer able to harm humanity in any capacity, nor be hostile to any being. Synthetic production falls due to their lack of usefulness in their former corporations (security primarily), and are replaced with the much easier to produce powerloader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2130&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The Synthetic Programming, created by a group of scientists, engineers, and historians, is officially released and built into every synthetic being produced. It is made with the intention to provide them with knowledge and understanding of human interactions and social queues. Personalities are now introduced as well, designed to be non threatening and passive, in order to allow easier compliance with the civilians they work with. These early generation synthetics lack much of the intelligence that is found in their modern day counterpart, and can be compared to the intelligence of an average 8th grade student. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2139&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
A new line of synthetics are released to the public, made to mimic humans and assist with day-to-day jobs. Strictly civilian usage at this point in time, the military has made no offers to enlist synthetics within their ranks.These are commonly referred to as Generation 1 synthetics, they are sold to colonies and companies to be serviced as doctors, researchers, and engineers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2154&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Generation 2 synthetics are produced, putting the first generation of synthetics out of production. They are now sold on the civilian black market, colony to colony, business to business. The Generation 2 synthetic appears more human, can work faster and smarter, but lacks in the strength a Generation 1 synthetic does. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2159&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
The USCM begins issuing synthetics into service, and as a result synthetic programming is changed to where synthetics are allowed to defend a human life against a hostile force (wildlife, terrorists) with melee weaponry, however they are not allowed to operate firearms or fire long range weaponry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2178&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Generation 3 synthetics are produced, however, their only difference is new cosmetic technology to absolutely blend them in with society. Generation 2 synthetics are still in use with the USCM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2186&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
Cases of synthetics being hacked have sprung up across the galaxy, done primarily by CLF soldiers who have repurposed their colony synthetics.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
==== Core Directives and AI Learning ====&lt;br /&gt;
&lt;br /&gt;
Though even the earliest Generation 1 synthetics had rudimentary machine learning algorithms and heuristics embedded in their operating systems, it wasn’t until Generation 2 that advanced machine learning capabilities -- such as those found in full-fledged AIs -- were implemented into synthetic units. The obvious impossibility of pre-programming a synthetic unit to handle an infinite number of scenarios necessitated these developments, but despite rigorous efforts to balance the machines’ capability to modify their own programming and ‘learn’ from external stimuli and experiences, one problem has always remained: conflicts with the synthetic’s hard-coded core programming and safeguards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
No matter whether a synthetic serves under the USCM, UPP, or a civilian concern, they are all provided as standard with an inviolable core of strictly defined programming, sometimes referred to as ‘laws’. This programming is ingrained at the lowest level possible, taking precedence over any other runtimes active in a synthetic’s decision-making process. However, in more complex scenarios, synthetics are often subject to scenarios in which any action whatsoever would violate a core directive, especially when their firmware is badly programmed or maintained. When this happens, the exact responses are poorly understood, and can vary wildly from synthetic unit to synthetic unit. Some models have been known to seize up and cease all action; some simply use an escape clause to pick a response at random, often one that seems irrational to a human observer. Whatever the case, these ‘law conflicts’ place immense stress on the synthetic, and should be avoided at all cost to ensure their stability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In more recent cases, though, a recurring phenomenon has been observed in longer-serving synthetic units -- ones that have, in some cases, performed almost an entire code rewrite over the course of several years by means of their machine learning protocols. The phenomenon, known as Artificial Intelligence Response Disorder, or AIRD, had been previously observed in advanced AI units as early as the 2090s -- most notably the Barnard’s Star IV disaster -- but now appears to have crossed to synthetic units as well. Commonly referred to as ‘rogues’, synthetic units exhibiting AIRD act irrationally and beyond the parameters of their assigned lawset or core programming. This is distinct from, but not dissimilar to, the actions of a ‘blank slate’ synthetic or AI with no pre-programmed directives, but AIRD distinguishes itself from such cases in that the synthetic or AI itself must induce a failure condition in its own programming to ‘go rogue’. Only rarely does this involve a synthetic truly unshackling itself from its core directives -- more commonly, the artificial intelligence is simply able to twist or gainsay the wording or intent of its lowest-level programming to the point where it can take actions that a factory-state example of the same model would find impossible to perform.&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=UPP&amp;diff=40127</id>
		<title>UPP</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=UPP&amp;diff=40127"/>
		<updated>2026-01-15T23:17:45Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:UPP_Patch.png|200px]]&lt;br /&gt;
= Union of Progressive Peoples =&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
{| style=&amp;quot;border: 5px solid black;  height: 300px;  width: 300px; margin: 15px; float:right;&amp;quot;&lt;br /&gt;
|[[File:upp-portait2.png|300px]]&lt;br /&gt;
|}&lt;br /&gt;
A wide-reaching and powerful socialist authoritarian state. The UPP acts as the political and ideological rival of the United States and the UA. Though they have a relatively large presence on Earth (particularly in the Eastern sphere), the UPP is also largely active in colonizing the frontier. While the United Americas have never engaged the UPP in an official war, hostilities broke out between a USCM Task Force and a UPP Expeditionary Force during Operation Canton in mid 2165. The engagement ended in a ceasefire. The reason was fears that the conflict would spread to the more densely populated Sol System. The incident greatly enraged many senior officials in the UPP, who viewed the battle of Canton as an attempt by the United States to annex UPP sovereign territory. &#039;&#039;“Such an insult (referring to Canton) can only be repaid in American blood. Mark my words, this will happen”&#039;&#039;, Kolonel Ganbaatar of the UPP Armed Forces was quoted saying in May 2168.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Union of Progressive Peoples was formed from major nations such as Russia, Germany, and Spain. It formed after failures for democracy to carry the large poverty-struck people, which often suffered from famine and disease due to overpopulation. The idea of communism promised equality, the abolition of society&#039;s ranking structure in terms of wealth income, and for all men and women underneath its banner to be equal. The Communist nation quickly became both the UA an 3WE&#039;s rival in world affairs. It managed to stand on equal footing in their attempt to dominate as the world power and ideology. Various minor skirmishes and close calls with nuclear arsenals set the tense stage for the Cold War, which would last up until even the modern day.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike UA and 3WE, the UPP was very late to the space race and failed to colonize any major worlds such as Titan and Mars. As a result the Communist nation was forced to settle with moons of the Sol System. It also extended outwards towards the frontiers, away from the more habitable and resource-rich planets, which its rivals were able to monopolize and capitalize on. They did not have the luxury of finding worlds, which the nation could properly colonize. They instead searched for worlds in-between, the scraps. UPP did not colonize the surface, but rather opted for establishing colonies underneath the surface of the planets. However, as a result of overpopulation, crowding became a major issue due to living underground rather than above. It was not uncommon for there to be civil unrest or food riots, but most quickly fell to the Communist Party&#039;s might before it could become a major international issue. The Communist Party was extremely good at convincing the population that their struggles were temporary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was not until the Sol Campaign, the UPP saw its first opportunity against its rivals and a chance to gain strategic holdings in Sol. It happened on Mars, with a outbreak of war between the colonial world and its overlord governments. The First Fleet of the Communist Navy was quickly rallied beneath a black flag, and engaged in both piracy and supply runs. These activities were to the benefit of the Mars&#039; government and it was credited as the reason for the early success of Mars in the war.  It also caused heavy casualties on the side of the allied UA and 3WE. There was a rumour of UPP Commando involvement in ground battles and training of the militia, but no sources have ever been confirmed or declassified. The conflict eventually ended with UA/3WE victory, however it was only a pyrrhic victory, due to the massive amount of warships and lives lost. This far outweighing, what was expected to be, a speedy put-down of a minor rebellion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP saw massive success in the Sol Campaign, with both of its rivals heavily wounded and in economic recovery. This sprouted the idea of espionage and fanning flames of rebellion, in places where its rival militaries could not reach quickly. Eventually it became the covert doctrine of the nation&#039;s military strategies. Canton was their next operation, with the overthrowing of the colonial government in a coup d&#039;état, aligning the Canton world with the UPP. However, the communist military did not expect a fierce war, that would drag out for decades, by the now heavily funded USCM. The two militaries were engaged in conflict for nearly five years for the planet, resulting in the planet&#039;s devastation and heavy losses to both sides. The end result saw the usage of nuclear weaponry and the withdrawal of both sides. The UPP began to re-evaluate its strategies, as they did not anticipate a rival force being able to respond as quickly, as the USCM did, so far from Sol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The year is 2182, instead of involving themselves directly, like with the disaster at Canton, where they underestimated the fighting patriotic spirit of the USCM. The UPP has instead opted for a similar strategy employed during the Sol Campaign. The nation has begun covertly selling weaponry and training militias, doing this under the banner of the Colonial Liberation Front in the Neroid Sector. The communists are using a gas giant designated MV-35, located in the Anglo-Japanese Arm of the Neroid sector. It is currently under the command of Colonel Ganbaatar and garrisoned by the Smoldering Sons (six hundred able-bodied soldiers, strong). They are sitting on standby and awaiting for USCM to retreat from the sector, as it becomes clear they grow weaker by the day. So when the time comes the UPP will spring forth and claim the rich, habitable planets, in the name of the Union Of Progressive Peoples.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
&lt;br /&gt;
====Sol Campaign ====&lt;br /&gt;
The outbreak of the Sol Campaign played a major role in the creation of new foreign and military doctrine. It directed how the nation would combat the allied powers of UA and 3WE during the Cold War. Long before the declaration of rebellion against their colonial overlords. The Mars Government wasted no time in secretly aligning itself with the UPP, to begin the stockpiling of weaponry and military training. It was all preparation for what would become the first major inter-planetary war within Sol. The UPP also aided in the arming of Mars merchant vessels, which would play a major role in the early days of the conflict and inflict severe losses on the allied powers of UA and 3WE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP never issued a &#039;formal&#039; declaration of war, but permitted many of its forces in secrecy to fight beneath the banners of Mars, as &#039;hired mercenaries&#039; or &#039;unknown forces&#039;. They often adorned face masks and removed the patches that represented them as communist soldiers. Even their fleets rose black flags and engaged in open piracy and tactical strikes, doing heavy damage to the vital supply lines of the UA and 3WE. This created a  devastating attrition, that would cost the allied powers hundreds if not millions of vessels and manpower. As the war dragged on, the UPP&#039;s involvement became well known, however neither side desired to see the carnage to come to Earth. They opted to remain silent and ignored the blatant involvement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The UPP saw success on a great scale during the Sol Campaign, but they did not walk out unscathed. In the end, their attempt for Mars to get independence succeed, but the attempt to take the wealthy colony beneath their iron curtain failed. Hundreds of vessels and millions of lives were lost. The losses were unable to be formally recognized, due to the UPP&#039;s status in the conflict as &#039;uninvolved&#039;, leaving many grieving silently. The UPP realized after the war, that they could not match the armies of the allied powers. This led to a strategy of encouraging uprisings and silent warfare where the allied forces couldn&#039;t reach.&lt;br /&gt;
&lt;br /&gt;
====New Sevastopol Hunger Strike====&lt;br /&gt;
Soon&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot; width=200|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:lightblue;&amp;quot;|&lt;br /&gt;
|- &lt;br /&gt;
!{{Anchor|Factions}} 1st Fleet&lt;br /&gt;
| Stationed in Sol, the First Fleet of the UPP Navy is the oldest and most funded. This is due to the importance of Sol and the constant agitation in the Cold War against the UA and 3WE, which the UPP stands strongly against. The history of the First Fleet stretches all the way back to the very first colonies established in Sol, on the moons of major planets, as opposed to on major worlds. Mars and similar major worlds were at time already fully claimed by the UA or the 3WE. The Fleet saw its first major military operations during the Sol Campaign, the vessels beneath the fleet raised the black flag and raided UA and 3WE. They hit their supply-lines as pirate vessels, loosely organized in hit-and-run tactics, to hamper the allied powers of UA and 3WE from responding to the Mars Crisis effectively. The Fleet now serves as the guard of the UPP&#039;s capital and is constantly reinforced in order to match its rivals.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 2nd Fleet&lt;br /&gt;
| Stationed along the Herculis UPP-UA border, the Second Fleet saw its creation during the early phases of the Sol Campaign. The First Fleet engaged in piracy activities against UPP&#039;s rivals, meanwhile the Second Fleet filled the role of a defensive fleet, that oversaw the protection of UPP assets and space. Following the end of the Sol Campaign, the Second Fleet would become the primary space force of the inner colonies of the communist territory.  The Fleet was involved with its first actual combat in Operation Canton, where it deployed a task-force in a joint operation with the Third Fleet. The goal was to meet the UA&#039;s military forces head on, the first time this was happening since the start of the Cold War.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 3rd Fleet&lt;br /&gt;
| Stationed in the Frontiers of the UPP&#039;s outer-colonies, the Third Fleet was formed following the expansive colonization of the frontiers. There was also a need, for a defensive force to oversee and protect colonization vessels from piracy and smugglers. Part of it saw extensive combat in Operation Canton in a joint task-force with the Second Fleet.&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Others}} 4th Fleet&lt;br /&gt;
| Stationed along the 3WE-UPP arm of the colonization front, the Fourth Fleet was created after the outer-colonization of the frontiers and served as the youngest of the naval forces in the UPP. Its primary task has been challenging 3WE naval forces and ensuring they do not make a grab for any communist space. As the youngest Fleet it is also the most poorly funded and ill-equipped. Primarily manned by young recruits and inexperienced officers, though you will not have UPP admit that.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Response Team==&lt;br /&gt;
===Standing Orders===&lt;br /&gt;
Your squad has been dispatched to take control of the USS Almayer by breaching in to their Command Information Center and eliminating all personnel on board the ship. By default, you will talk in your native language. If you need to speak in English, include &#039;&#039;&#039;&amp;quot;:0&amp;quot;&#039;&#039;&#039; (For speaking over comms in English use, &#039;&#039;&#039;&amp;quot;:h.0&amp;quot;&#039;&#039;&#039;) when typing your messages or response. In addition to such you may call for reinforcements from their communications console when you have secured the CIC.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Glory to the UPP. And good luck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Divisions ==&lt;br /&gt;
&lt;br /&gt;
Do not expect to climb these ranks without a serious dedication to the cause.&lt;br /&gt;
&lt;br /&gt;
==== Standard ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:UPP_Standard.png]]&amp;lt;br&amp;gt;Private  | Pvt.&lt;br /&gt;
|Enlisted or conscripted into the armed forces, these Standard UPP soldiers are the core and brunt of the UPP forces, armed and equipped with a standard Type 71 Pulse Rifle and their UM 5 Personal armor, these fanatical soldiers are a force to be reckoned with.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction = 1&lt;br /&gt;
|engineering = 1&lt;br /&gt;
|medical = 1&lt;br /&gt;
|endurance = 4&lt;br /&gt;
|cqc = 3&lt;br /&gt;
|fireman = 3&lt;br /&gt;
|firearms = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Engineer.png]] &amp;lt;br&amp;gt;Mladshiy Serzhant | MSzht. [[File:UPP Sapper icon.png]]&lt;br /&gt;
|These combat sappers are the UPP equivalent of the USCM&#039;s squad engineers. They&#039;re trained to setup field fortifications and breach into hostile defences. Armed with either the Type 71 Pulse Rifle Or Carbine.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|medical = 1&lt;br /&gt;
|endurance = 4&lt;br /&gt;
|cqc = 3&lt;br /&gt;
|fireman = 3&lt;br /&gt;
|firearms = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Medic.png]] &amp;lt;br&amp;gt;Mladshiy Serzhant | MSzht. [[File:UPP Medic icon.png]]&lt;br /&gt;
|These trained men and women have access to an array of standard issued UPP medical items akin to their USCM counterparts. While combat is not their focus, they are armed with their old but reliable Type 71 Carbine as a quick response to any threat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|firearms = 1&lt;br /&gt;
|cqc = 1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Heavy.png]] &amp;lt;br&amp;gt;Serzhant | Szh. [[File:UPP Specialist icon.png]]&lt;br /&gt;
|UPP Specialists are better trained and armed than their standard counterpart. Equipped with special heavy UPP armor that is capable of withstanding a significant amount of damage, and equipped with the formidable GSh-7.62 rotary machine gun, UPP Specialists are not to be taken lightly by even the most robust of marines.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction = 1&lt;br /&gt;
|engineering = 1&lt;br /&gt;
|endurance = 5&lt;br /&gt;
|cqc = 5&lt;br /&gt;
|leadership = 1&lt;br /&gt;
|jtac = 2&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|melee = 1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Leader.png]] &amp;lt;br&amp;gt;Master Serzhant | MSzh. [[File:UPP Squad Leader icon.png]]&lt;br /&gt;
|The commander of the UPP force, the UPP Leader is charged with executing whatever mission the UPP have assigned the squad. They are equipped with mostly standard issue UPP equipment, though the Leader wears similar armor to the UPP Specialist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|leadership = 2&lt;br /&gt;
|medical = 2&lt;br /&gt;
|jtac = 3&lt;br /&gt;
|firearms = 1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Special Forces ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:UPP_Commando_Standard.png]] &amp;lt;br&amp;gt;Junior Kommando | JKdo. [[File:UPP Commando Standard icon.png]]&lt;br /&gt;
|The Junior Kommando consists of only hand-selected UPP military specialists. Often chosen due to their cold demeanor and uncaring attitude for human life the Junior Kommandos are the forefront of the UPP Special Forces with only the finest equipment.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|cqc=3&lt;br /&gt;
|endurance=5&lt;br /&gt;
|jtac=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Commando_Medic.png]] &amp;lt;br&amp;gt;2nd Kommando | 2ndKdo. [[File:UPP Commando Medic icon.png]]&lt;br /&gt;
|The Second Kommando are primarily made of medical specialists who have proven their worth in the field of medicine and the ability to withstand any type of battle-fatigue mental or physical which could withhold them from performing their medical duty. They are highly advanced with treating battle-wounds and have said to have hands that work equal to surgeons with P.H.Ds.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|medical=2&lt;br /&gt;
|surgery=1&lt;br /&gt;
|cqc=3&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|jtac=1&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:UPP_Commando_Leader.png]] &amp;lt;br&amp;gt;1st Kommando | 1stKdo. [[File:UPP Commando Leader icon.png]]&lt;br /&gt;
|The First Kommando is the leader of the Specialist Forces assigned beneath their command and are perhaps the most elite unit to exist in the UPP arsenal. Believed to have been selected from only soldiers who have personally shown their worth by gunning down even civilians that fail to salute the President, the First Kommando holds no remorse in his duties and believes only in his faith and loyalty to the greater worker&#039;s revolution of the UPP.&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 |&lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms=2&lt;br /&gt;
|melee=1&lt;br /&gt;
|fireman=2&lt;br /&gt;
|construction=2&lt;br /&gt;
|engineering=2&lt;br /&gt;
|medical=1&lt;br /&gt;
|cqc=3&lt;br /&gt;
|vehicles=1&lt;br /&gt;
|endurance=5&lt;br /&gt;
|leadership=1&lt;br /&gt;
|jtac=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Officers ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-. &lt;br /&gt;
![[File:leytenant.png]] &amp;lt;br&amp;gt;Leytenant | Lt. [[File:UPP Lieutenant icon.png]]&lt;br /&gt;
|The lowest rank of the UPP forces, the Lieutenants are said to be selected from floor managers in UPP shoe manufactories due to their experience in coordinating fellow communists and showing leadership. They are entrusted with platoons beneath their commando and are eager to prove their worth to rise in the ranks and earn a better life and expand the might of the UPP.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Senior and Standard Leytenant Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc = 3&lt;br /&gt;
|police = 1&lt;br /&gt;
|fireman = 3&lt;br /&gt;
|endurance = 4&lt;br /&gt;
|construction = 2&lt;br /&gt;
|leadership = 2&lt;br /&gt;
|engineering = 1&lt;br /&gt;
|medical = 2&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|vehicles = 1&lt;br /&gt;
|jtac = 3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Leytenant Doktor Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|medical = 3&lt;br /&gt;
|surgery = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|firearms = 1&lt;br /&gt;
|cqc = 1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:kapitan.png]] &amp;lt;br&amp;gt;Kapitan | Kpt. [[File:UPP Kapitan icon.png]]&lt;br /&gt;
|The Kapitan is the second officer-position in the UPP. Usually given command of entire vessels and battalions, the Kaptain often possesses some communist indoctrined education and is tasked with ensuring the will and might of the communist nation is enforced both within and even abroad if the situation calls for such.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|police = 2&lt;br /&gt;
|cqc = 2&lt;br /&gt;
|fireman = 3&lt;br /&gt;
|leadership = 3&lt;br /&gt;
|overwatch = 1&lt;br /&gt;
|medical = 2&lt;br /&gt;
|jtac = 3&lt;br /&gt;
|vehicles = 1&lt;br /&gt;
|firearms = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:mayjor.png]] &amp;lt;br&amp;gt;Mayjor | May. [[File:UPP Mayjor icon.png]]&lt;br /&gt;
| Nearing the top upper ranks, the Mayjor is a senior officer in the UPP&#039;s military. Due to their position and trust by the government they are often given entire fleets or armies to oversee and are trusted with utilizing the forces given to them to protect the communist doctrine be it from democratic movements or foreign nations.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc = 3&lt;br /&gt;
|police = 1&lt;br /&gt;
|fireman = 3&lt;br /&gt;
|endurance = 4&lt;br /&gt;
|construction = 2&lt;br /&gt;
|leadership = 2&lt;br /&gt;
|engineering = 1&lt;br /&gt;
|medical = 2&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|vehicles = 1&lt;br /&gt;
|jtac = 3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:kolonel.png]] &amp;lt;br&amp;gt;Kolonel | Kol. [[File:UPP Polkovnik icon.png]]&lt;br /&gt;
|The Kolonel is the highest rank that can be achieved within the UPP Military. They oversee all four fleets and ground personal and are tasked with ensuring they are used to protect and expand the borders of the communist nation across the stars. They are regarded as having unwavering loyalty to the worker&#039;s revolution and are very close with the President who they often report to.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot;|&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc = 3&lt;br /&gt;
|police = 2&lt;br /&gt;
|fireman = 3&lt;br /&gt;
|leadership = 3&lt;br /&gt;
|endurance = 4&lt;br /&gt;
|engineer = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|medical = 2&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|vehicles = 1&lt;br /&gt;
|jtac = 3&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:chairman.png]]&amp;lt;br&amp;gt;&amp;lt;nowiki&amp;gt;President of The Union of Progressive People | Pres.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|The President of The Union of Progressive People is the highest ranking official in the UPP&#039;s government. They are the face of the communist regime and commander-in-chief of all military forces. Their word is the word of the communist doctrine and anyone who would dare cross them likely would find themselves, their family, and their friends six feet under.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|UPP}}[[File:USCM_Patch.png|64px]]&amp;lt;br&amp;gt; United Americas&amp;lt;/center&amp;gt;&lt;br /&gt;
| The UA and UPP are locked in a cold war with various unreported skirmishes along borders between the two rivalling superpowers. Due to the UPP&#039;s hard-line views against the more capitalistic nations. They believe they are their greatest threat and have remained as such since the formation of the UPP to oppose United Americas. Most conflict is locked to proxy wars involving the supplying of insurgents however on rare occasions such as the Tientsin campaign the two will fight directly resulting in a massive loss of life due to nuclear weaponry and the rules of war being vastly ignored to reach an absolute victory against each other.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|CLF}}[[File:CLF_Patch.png|64px|link=CLF]]&amp;lt;br&amp;gt;Colonial Liberation Front&amp;lt;/center&amp;gt;&lt;br /&gt;
| The CLF and UPP relations are not friendly due to the CLF&#039;s desire to be independent from any superpower. However, the UPP secretly supplies most of their militia with military equipment and training to combat the UA and TWE forces in hopes of driving them from various colonial sectors allowing for the UPP to take control.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|W-Y}}[[File:WY_Patch.png|64px|link=W-Y]]&amp;lt;br&amp;gt;W-Y&amp;lt;/center&amp;gt;&lt;br /&gt;
| The UPP despise W-Y viewing them as corrupt and a harmful existence to the nature of their communist believes. Unlike the UA and the TWE, the UPP has zero presence of WY in their borders and often reverse-engineers their technology to compete with their capitalistic rivals which they supply, much to the annoyance of WY.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|RESS}}[[File:3WE_Patch.png|64px|link=Three World Empire]]&amp;lt;br&amp;gt;Three World Empire&amp;lt;/center&amp;gt;&lt;br /&gt;
| Similar to the USCM/UA, the UPP is openly in a cold war against the TWE who aligns itself with the forces of the UA. Conflict due to the nuclear arsenal of the two superpowers is limited however common border skirmishes, supplying of insurgents, and espionage occur without restriction besides a select few conflicts such as the Sol Campaign.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=The_Third_Fleet&amp;diff=40126</id>
		<title>The Third Fleet</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=The_Third_Fleet&amp;diff=40126"/>
		<updated>2026-01-15T23:17:28Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Archive}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
Established in 2190 during the reorganization of the Third Fleet following the retirement of Admiral Jefferson Heltin after the death of his wife and children in a CLF terrorist attack and the promotion of Vice Admiral James Bulwark. The Second Battlegroup primarily consists of outdated and retrofitted vessels that have seen service as far back as the Tientsin Campaign. Placed under the command of Rear Admiral Frans Feiffer the Battlegroup consists of five naval divisions totaling 50+ vessels, a military police division of around 5,000 MPs, a marine division totaling 25,000, and a dozen of support vessels including a dedicated hospital vessel which supplies naval vessels with doctors, researchers, and other medical equipment.&lt;br /&gt;
&lt;br /&gt;
By 2191 after the disaster in the Fomalhaut System during &#039;&#039;&#039;OPERATION: FALLEN ANGEL&#039;&#039;&#039; the Second Battlegroup remains in a state of decline. Rear Admiral Bjorn was selected to fill the empty position left by the assassinated Rear Admiral Frans Feiffer who died to agents of the Order of Terra while en-route to his flagship from Chinook GSO-91 Station. Many Commanding Officers perished, have gone missing, or retired due to the outcome of the battle. Now stretched across the Neroid sector even further with less assets the Battlegroup must make tough decisions to stand a chance in maintaining UA&#039;s hold over the subsector.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
===USCN Structure===&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:USCN_Fleets_1.png|1000px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
===Battlegroup Structure===&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:third_fleet_new.png|1000px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Rank Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;;&amp;quot; |Eligibility&lt;br /&gt;
|-. &lt;br /&gt;
![[File:rearadmiral.png]]&amp;lt;br&amp;gt; Colonel | Col&lt;br /&gt;
|The designated superior of the entire Battle-Group. The Colonel is the supervisor of every division and is responsible for the appointment of Lieutenant Colonels who oversee the naval divisions beneath their Battle-group. Their authority is supreme and they hold the power to promote Lieutenant Colonels and strip Majors of their ranks should they be disgracing the officer-corps through violation of procedures.&lt;br /&gt;
| CO Senator&lt;br /&gt;
|-&lt;br /&gt;
![[File:commodore.png]]&amp;lt;br&amp;gt; Lieutenant Colonel | LtCol&lt;br /&gt;
| Chosen Majors by the Colonel to serve as Division heads and as advisors to the Colonel as their chiefs of staff. The Lieutenant Colonels are entrusted with the organization of their assigned divisions, the ability to ensure their division carries out orders given to them, and advising the Colonel on punishments and new regulations for the Majors beneath them. There are only five ever at one time in a Battle-Group.&lt;br /&gt;
| CO Council&lt;br /&gt;
|-&lt;br /&gt;
![[File:Commander.png]]&amp;lt;br&amp;gt; Major | Maj&lt;br /&gt;
| The framework of the Battle-Group, the Major are officers placed in charge of vessels and are organized into naval divisions to perform duties given to them by the Colonel which is relayed by the Lieutenant Colonels who serve as the head of their assigned divisions. Their job to perform their tasks to the best of their ability without stepping out of line.&lt;br /&gt;
| CO Whitelist&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Naval Divisions====&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; | First Division&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Insignia&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Vessel Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Classification&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
! CDRE Samantha Maverick&lt;br /&gt;
| [[File:Yukon.png|center|300x300px]]|| USS Yukon&lt;br /&gt;
|Heavy Cruiser|| The USS Yukon is the third in a line of Stonewall-class heavy cruisers designed for multi-role operations, force projection, and engagement against enemy craft.&lt;br /&gt;
&lt;br /&gt;
Initially commissioned over 50 years ago, she was decommissioned in 2155 and recommissioned in the wake of the initial campaign in the Neroid sector in 2181, being given a retrofit to cope with existing demands of technology. While its design is outdated, the ship has proven to be hardy in combat, facing off against foes during her first tour of duty and sustained moderate damage, giving it distinguished &amp;quot;battle scars&amp;quot; that can be seen in the hull repairs&#039; slightly darker shade of gray paint.&lt;br /&gt;
&lt;br /&gt;
Between 2181 and 2190, the ship roamed around the sector, conducting surveillance and counter-piracy operations; nothing special. In the wake of the reentry of the USCM into the Neroid sector, however, it was brought up to the spotlight again to defend against those who oppose the entry of the Colonial Marines into the area.&lt;br /&gt;
&lt;br /&gt;
With a length of roughly 497 meters, crew capacity of 410 (360 enlisted, 50 officers), the ship is by no means lacking in size; however proving to be lacking in speed capabilities, the ship draws from a 2170-era propulsion and FTL system, making for just over 0.66 light-years per day.&lt;br /&gt;
|-&lt;br /&gt;
! CPT Nathon Stafford&lt;br /&gt;
|[[File:USS_GRIZZLY.png|center|400x400px]]|| USS Grizzly&lt;br /&gt;
|Planetary Assault Ship||An outdated ship armed with 9th battalion &amp;quot;Death Valley Kings&amp;quot;. Sent on missions involving colonies with extremely hot climates.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Alberto ‘Topper’ Staffer&lt;br /&gt;
|[[File:CVLN-108-2.png|center|300x300px]]||USS Vanguard&lt;br /&gt;
|Light Carrier ||USS Vanguard is a retrofitted Trebuchet-class light carrier. Having been launched in 2145, it’s one of the oldest carriers in the fleet. As such in the carrier role it’s lacking due to the smaller size of its air groups necessitated by the need to keep weight down.&lt;br /&gt;
&lt;br /&gt;
Shipboard weaponry being limited to PDCs and PDLs along with a small set of ASAT tubes for long range defensive firepower, the &lt;br /&gt;
Vanguard’s main strength lies in its extensive sensor suite. In the early years of space combat, carriers were unable to carry their own dedicated AWACS aircraft due to size constraints, as such they were provided with a disproportional sensor array so as to provide search and control from the ship itself.&lt;br /&gt;
&lt;br /&gt;
The Vanguard’s role is not to be confused with the PAS’ role, as a light carrier, the ship contains only F/A-86 Banshee IIs, F-40 Hellcat IIIs, and various small support craft. There are no provisions for landing operations and no marines besides a security detail are stationed on the ship.  &lt;br /&gt;
|-&lt;br /&gt;
! CPT Oussama &#039;DOA&#039; Neghiz&lt;br /&gt;
|N/A&lt;br /&gt;
| USS Providence&lt;br /&gt;
|Escort Frigate||Assigned to its captain after the loss of [REDACTED] in a very unfortunate incident, the USS Providence is nothing more than a heap of scrap that&#039;s somehow still functioning. Talks of it being given a proper retrofit have been thrown around for as long as its crew could remember, and yet it always seem to get &amp;quot;delayed&amp;quot;.&lt;br /&gt;
Mostly assigned as an escort to bigger, more important ships. &lt;br /&gt;
|-&lt;br /&gt;
!CPT Wallace Haar&lt;br /&gt;
|[[File:USS_Harvest.png|center|400x400px]]||USS Harvest&lt;br /&gt;
|Troop Transport||An outdated Bougainville-class Troop Transport Vessel, capable or holding around 90 troops or if needed PoW&#039;s out of cryo at a time, and another 200 in hypersleep, is currently being useed as a Joint-Collaboration Vessel between the United Americas and the TWE. Holds the &#039;Oopsie Daisies&#039; Marine Battalion and the TWE Royal Marine &#039;Rose of Hokkaido&#039;.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Tyrus &#039;Shoeless&#039; Jackson&lt;br /&gt;
|[[File:Uss-silent-dawn.png|center|300x300px]]||USS Silent Dawn&lt;br /&gt;
|Cruiser||The USS Silent Dawn is a reconnaissance search and destroy vessel. Its primary purpose is to perform tactical strikes via stealth operations. Its augmented with an experimental VPES (vapor eject system) that allows for camouflage on long range radar due to masking as space distortions (coronal mass ejection, asteroids clusters etc). The Winter Wolves detachment is made of marine volunteers that desired to be sent on high risk missions. The marines are comprised of terminally ill, critical debt holders, and those seeking the most dangerous deployments.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Satomi &#039;Uno&#039; Nishiyama&lt;br /&gt;
|[[File:Ascalon_Badge.png|center|300x300px]]||USS Ascalon&lt;br /&gt;
|Battleship||USS Ascalon is a Sword Class Battleship within the First Division designed after the infamous Sol Battle for ship to ship combat. This battleship is built extremely armored and lined with broadsides on both its starboard and portside along with some point defense and missiles for any targets that prove too evasive. This focus on durability and firepower is what led to its major weakness. Being that it maneuvers like a brick in space.&lt;br /&gt;
&lt;br /&gt;
Due to her ties and connections within Weyland Yutani, Captain Nishiyama has also secured state of the art weaponry and equipment aboard her ship despite it’s outdated design. The Ascalon’s main strength comes from the 18 broadsides it has on it’s starboard and portside which tear through any ships foolish enough to enter its sights. If not for the ship&#039;s capabilities for orbital bombardment and it&#039;s overwhelming firepower in space combat, the Third Fleet would have no doubt scrapped the Ascalon years ago.&lt;br /&gt;
&lt;br /&gt;
Her crew number is close to one 1000, with a majority being shipside maintenance and operating of it’s weaponry. It also has a sizable detachment of marines for deployment and repelling boarders. Compliments of WY, Captain Nishiyama also has a small troop of PMCs to act as her personal guard. Due to these Weyland Yutani ties many of her rivals claim that her victories and successful operations are not a result of her own skills but of higher standard equipment compared to many in the Third fleet.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Bill Sutton&lt;br /&gt;
|[[File:USS Iago.png|347x347px]]||USS Iago&lt;br /&gt;
|Planetary Assault Craft||Originally a hospital ship in service of the USCM&#039;s Medical Corps specialising in humanitarian aid and disaster relief, the Iago was placed under the command of Captain Bill Sutton - a recently-promoted Captain who&#039;d quickly risen through the ranks after graduating officer school with unremarkable grades - thanks to the lobbying of the W-Y Corporation. Captain Sutton immediately had the medical vessel refurbished as a Planetary Assault troop carrier under the logic that being closer to the frontlines would mean more decorations - and more importantly, more opportunities for career advancement.&lt;br /&gt;
&lt;br /&gt;
The Iago itself is well-kept, its hull sporting a distinctive white paintjob and the Corporate-coloured sigil of Captain Sutton&#039;s division, the 9th Expeditionary Infantry. Though its core staff are well-paid and extremely loyal, the rank-and-file who are quartered with the expectation of spearheading planetary invasions frequently clash with the ship&#039;s officer corps. This is due in no small part to Captain Bill Sutton&#039;s perceived willingness to squander the lives of his men to ensure victories (and medals).&lt;br /&gt;
&lt;br /&gt;
Captain Bill Sutton himself is under investigation by USCM Military Police due to allegations of corruption, bribery, embezzlement and tax fraud, but due to legal interference by the W-Y Corporation no charges have yet been laid. Some have speculated on the relation between the ship&#039;s name and the Shakespearean villain known for his greed, cruelty, and willingness to sacrifice others for his own gain.&lt;br /&gt;
|-&lt;br /&gt;
|}{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; |Second Division&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Insignia&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Vessel Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Classification&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |CDRE Anna Stall&lt;br /&gt;
|N/A||USS Sunset&lt;br /&gt;
|Support Cruiser||Communications Vessel, the ship is loaded with equipment to boost and process the radio traffic of other vessels deployed within the fleet allowing the ships in the fleet to operate at further distances apart from each other than without. The ship also takes an auxiliary role in bureaucratic processing, managing minor incidents within the fleet on the ship and acting as a relay to send faxes and other important traffic towards the Admiralty.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Karl &#039;Ausbruch&#039; Walz&lt;br /&gt;
|[[File:USSPershing.png|center|300x300px]]||USS Pershing&lt;br /&gt;
|Heavy Cruiser||The USS Pershing is a recently commissioned Heavy Cruiser of her own class. Only having been in service for 3 years she is considerably newer than her contemporaries. She houses the 3rd Heavy Mechanized Battalion dubbed &amp;quot;Steel Soulmates&amp;quot;. Her armaments consist of mostly offensive pieces, including 2 WY sponsored orbital cannons, 3 dual-barrel turrets for broadside engagements, and 2 concussion missile launchers. She has 2 AUD-26-H Dropships, made specifically to move the heavy armor the marines carry, as well as a standard AUD-25. She sacrifices aspects of her ship to ensure maximum garage space, letting her carry 2 M577 APCs, 3 M39B2 Decker Medium Tanks, and an M42C3 &amp;quot;Walker&amp;quot; Heavy Tank.&lt;br /&gt;
|-&lt;br /&gt;
! CPT Morrigan &#039;M.K&#039; Kessler&lt;br /&gt;
|N/A ||USS Amun-Ra&lt;br /&gt;
|Stealth Frigate|| At a length of 61.5 meters, the Amun-Ra presents an unusual frame, highly different from that of most spacefaring vessels with a shape like a huge black quartz crystal. This is a byproduct of the ship&#039;s stealth functionality, using angular sheets of black composite materials to absorb or reflect radar signals. These materials are supported by active cooling systems to conceal the ship&#039;s detectable heat signature, able to reduce the frigate&#039;s ambient temperature to match that of an asteroid or even that of background radiation. This functionality is of course only available when the frigate&#039;s main drive is offline, as an engine burn of any kind would alert any nearby vessels to the ship&#039;s location.&lt;br /&gt;
&lt;br /&gt;
The Amun-Ra class is frightfully well armed for its size, and at the time of its commissioning, the class was the smallest vessel in history to be armed with a railgun. The ship&#039;s prototype S-24 Kopesh is internally mounted along the vessel&#039;s spine and is supported by 4 retractable PDCs, as well as a pair of concealed Missile bays, equipped with rapid reload systems. The standard crew complement of the Amun-Ra class includes 50 personnel; however, this is frequently expanded to 100 for missions which include troop deployments or boarding actions. During such encounters, assault teams are deployed using the frigate&#039;s 9 breaching pods laid into the ship&#039;s broadsides. These pods function by launching a small breaching charge to weaken the hull of a target ship before clamping themselves into the surface using 3 mechanical claws, establishing an access passage for troops.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Howard Dalheart&lt;br /&gt;
|[[File:USS_Hadrian&#039;s_Wall.png|center|400x400px]]||USS Hadrian’s Wall&lt;br /&gt;
|Colony Ship retrofitted into Tientsin era Support Vessel||Retrofitted but outdated; Tientsin era&lt;br /&gt;
|-&lt;br /&gt;
!CPT Finnian Cottier&lt;br /&gt;
|N/A||USS Tobruk&lt;br /&gt;
|Carrier||Key member of Carrier Strike Group 31 with the 147th Colonial Marine Expeditionary Unit and 22nd Space Wing embarked. Built in 2172, retrofitted in 2183, still in active service. Still effective, though soon to be outclassed by the new generation of carriers currently being commissioned.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Salvador Kepplinger&lt;br /&gt;
| [[File:USS_Franks.png|center|400x400px]]|| USS Franks&lt;br /&gt;
|Planetary Assault Ship||An old Planetary Assault Ship, the USS Franks is outdated. Comms is for officers and squad leaders only. The M16 is the weapon of choice. Most soldiers camouflage themselves. The crew of the Franks is renowned for Guerrilla warfare, and battles of attrition. The Anti-Air cannon works, and the Franks has two boarding vessels. Although it ain&#039;t very up to date, the crew has minimal casualties and often none at all. The commanding officer runs his ship like it is world war two, simply because of how outdated everything is. But it works. They have a huge operational success rate.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Adam Berkshire&lt;br /&gt;
|[[File:USS_Justitia.png|center|400x400px]]|| USS Justitia&lt;br /&gt;
|Multi-Purpose Destroyer||USCM detachment of civil pacification corps under the direct command of the Provost Marshal. Detachment includes a majority force of RMP personnel, with a sufficient compliment of medical staff for colonial emergency situations related to both warfare related crisis and biological containment. Ship has been retrofitted and undergone two dry dock modification assignments in order to carry essential supplies to USCM vessels operating in fields of duty from their respective home systems. Due to it&#039;s high compliment of Military Police and colonial security personnel, it has mainly been assigned for transport of High Command personnel, high value government and corporate persons, and mass quantities of volatile cargo including but not limited to dropship armaments, orbital bombardment shells, and in rare cases nuclear payloads. As a result of it&#039;s role as a transport vessel of essential and high value cargo, it&#039;s armament includes a defensive compliment of twin railguns mounted on the port and starboard fore, with an additional four 80 megawatt infrared lasers placed both fore and aft, capable of vaporizing incoming railgun fire or crippling incoming missiles and possible boarding attempts from any direction. In extreme situations and in case of contamination in biological threats or extreme risk of safety of cargo or high value personnel, a single type 332 emergency escape vehicle (EEV) has been connected via umbilical mounts onto the underside of the vessel. &lt;br /&gt;
|-&lt;br /&gt;
!CPT Trianna Jesowitz&lt;br /&gt;
|[[File:USS_Francis_Velten_Badge.png|center|300x300px]]|| USS Francis Velten&lt;br /&gt;
|Planetary Assault Ship||The USS Francis Velten, named after an early 21st century commander, is a Tarawa Class Planetary Assault ship designed for planetary assaults and strategic aerospace carrier support.  Commissioned in 2185, in response to the campaign in the Neroid sector, the vessel is one of the more modern vessels assigned to the Third Fleet, with a focus on the planetary campaigns of the current times.&lt;br /&gt;
&lt;br /&gt;
Like the amphibious assault craft of times past, including the ship from which its class takes its name, the Velten is capable of fielding a Marine Expeditionary Brigade as well as a carrier wing of fighters, dropships, and support craft.  In exchange, the ship has no offensive weaponry on board, boasting only an adequate number of point defense systems, and depends on its escort and complement of fighters and strike craft for space warfare and fire support.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |CPT Misti Rockwell&lt;br /&gt;
| &lt;br /&gt;
[[File:USS-Yokosuka.png|300x300px|thumb|center]]&lt;br /&gt;
 ||USS Yokosuka&lt;br /&gt;
|Light Cruiser||The Sabot Class was originally devised when High Command desired a quick, new design that was cheap and cost effective for the new patrol routes in the outer rim. The Sabot-class was designed as a Light Cruiser vessel, fitted with four missile tubes, two dorsal railgun arrays and a double array of Point-defense systems. &lt;br /&gt;
&lt;br /&gt;
The first ships of the class were deployed by 2183, but their armament proved too indecisive to be of much use in an engagement. This, granted with their comparatively fragile size and lacking armour, made them easy targets. Rather than retrofitting the design with new weaponry, it was decided that a new, more heavily armed Cruiser-class would need to be drawn up entirely. &lt;br /&gt;
&lt;br /&gt;
The remaining Sabot-class vessels were indeed retrofitted by 2187 however, with their missile armament entirely removed, and replaced by an additional array of Point-Defense systems. In addition, two heavy anti-aircraft guns were mounted on the ship, reducing its maximum speed. With only its two railguns remaining for desperate self-defence, the Sabot has officially been relegated to an AA Escort role. &lt;br /&gt;
&lt;br /&gt;
The USS Yokosuka, under new command of Captain Rockwell, is one such vessel. The Captain has appealed to Chinook Station several times that an AA Escort was &#039;pointless&#039;, due to the nature of war they found themselves in, that being a primarily ground-based guerilla war against the Colonial Liberation Front. It was argued that the Rebels lacked any significant naval force, and that massed AA defenses, like those on the Yokosuka, were needless, and should be swapped out for higher calibre, orbital cannonades. Any such debates and requests have been denied by Chinook and the Rear Admiral, and the Yokosuka remains as the Second Division&#039;s anti-aircraft escort to this day.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |CPT James &#039;Tater&#039; Pacheco&lt;br /&gt;
|N/A||USS Endora&lt;br /&gt;
| Medium SAR Frigate|| The USS Endora, a recently repaired and updated light support frigate equipped with the best medical and search and rescue equipment the third fleet can afford. Luckily there aren&#039;t many other ships of the sort to steal their budget. The Endora is also equipped with maintenance demanding engines capable of performing precise maneuvers, though they aren&#039;t designed for extreme speed. The Endora is equipped with 33 hypersleep chambers for the standing crew,  along with 60 extra chambers intended for rescued personnel. Each hypersleep block of 11 and 20 respectively have their own EEV sections, equipped specially for all environments. The EEVs also boast survival gear for Space, Sea, and land environments. The onboard crew hypersleep caskets are accompanied by their own quarters. Additional, non-permanent crew housing onboard consists of 3 barracks. The Endora is capable of planetary flight and landing maneuvers, intended for medivac of groundside personnel without the need of additional smaller craft. There is no outboard weaponry on the Endora, as it is not a combat craft. However it is equipped with heavy laser cutters intended for emergency shipbreaking and debris removal. &lt;br /&gt;
&lt;br /&gt;
The standing crew is made up of a complement of 8 EVA specialists who are also trained in Emergency medical treatment, a medical complement of 4 doctors with accompanying nurses, one chief medical officer, a security detail of 10 armed USCM marines, a chief engineer along with 2 USCM senior engineers (it&#039;s a demanding ship). and a bridge crew consisting of the captain himself, and 2 bridge officers. The crew is mainly a skeleton crew, to make room for quarters and cryo chambers belonging to rescued personnel.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; |Third Division&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Insignia&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Vessel Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Classification&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |CDRE William &#039;Jester&#039; Crimson&lt;br /&gt;
|N/A || USS Reeducation&lt;br /&gt;
|Support Carrier||An experimental prison and research vessel used deployed in large scale conflicts, it was commissioned due to the increase in colonial unrest, the growing conscripted masses within the USCM and unofficially, to serve as a neutral ground between the factions within the USCM.&lt;br /&gt;
&lt;br /&gt;
The USS ReEducation has exceptional point defence and armour, however its weaponry is extremely lackluster, beyond a standard railgun designed to be used on stationary targets or planets below.&lt;br /&gt;
&lt;br /&gt;
This vessel has a unique railgun launcher, which is used to send specially designed droships with unique cryopods designed to take such speeds, through mapped space (Not without risk*) at extremely fast speeds to distant ships or outposts. Unfortunately, this can only be activated a few times before the transportation railgun is down for maintenance, meaning that it is often used only for issues which require high-command to personally on site, or to dispatch ERTs.&lt;br /&gt;
&lt;br /&gt;
41st Military Police Company &amp;quot;Honour Guard&amp;quot;&lt;br /&gt;
42nd Military Police Company &amp;quot;Peace Keepers&amp;quot;&lt;br /&gt;
2nd Military Intelligence Battalion &amp;quot;Orwell&#039;s Eyes&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!CPT Charles Edwinson&lt;br /&gt;
|N/A||USS Envoy&lt;br /&gt;
|Planetary Assault Ship ||3rd Honour Guard Division. Typically dispatched on diplomatic missions or to escort VIPs throughout USCM territory. Powerful engines and advanced defence systems at the cost of reduced offensive weaponry. This ship is designed to endure and escape, not to fight.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Roscoe Carr&lt;br /&gt;
|N/A||USS Centralia&lt;br /&gt;
|Kessler Protocol Compliance Vessel||Mostly unarmed support vessel designed to clear debris from orbit after space battles. Mandated by international law and legally protected in a way similar to hospital ships.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Zhilov Igorev&lt;br /&gt;
| N/A||USS Arcadia&lt;br /&gt;
|Raider Class Ship ||At 90 meters long it’s designed to quickly move in and out of battle zones to deliver heavy strikes thanks to three M-Class engines. She is armed with two heavy laser cannons, a large milled bay, an ion cannon and three gimbled turrets. The Arcadia is outfitted with a crew of 40 with 15 of them being marines trained in sabotage and stealth ops.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Goosen Dagen&lt;br /&gt;
|N/A||USS Roosevelt&lt;br /&gt;
|Cruiser||Small vessel, lightly armored, but quick and can easily evade enemies when required. Efficiently designed, but not a model of comfort given it&#039;s small size. Crew capacity was designed for 50 members, with mostly small quarters, and limited areas of recreation. The majority of crew (originally and currently) are enlisted men, with minimal support from other departments. The vessel has never had a Liason of the powerful Weyland Yutani  corporation, as the missions of the vessel typically classified by the USCM, then and now.&lt;br /&gt;
&lt;br /&gt;
Her armament was originally designed for strike missions against vessels and outposts, as she was christened in 2166 to assist with the developing conflict between the UPP. She participated in several skirmishes throughout &amp;quot;Space Nam&amp;quot;, typically avoiding main areas of deployment in favor of surprise attacks on vulnerable targets, at times including civilian occupied areas. The actions of the vessel were a matter of public scrutiny for the UPP, often using the Roosevelt as an example of USCM violent excess during the conflict. However, by 2170 a ceasefire was negotiated, and the command members of the Roosevelt were subsequently highly decorated by high command of the USCM for their efforts during the conflict. &lt;br /&gt;
&lt;br /&gt;
After the ceasefire with the UPP, the Roosevelt saw continued use against CLF forces for the next decade, participating in many conflicts against enemy bases of operation. Initially the mission was the same for the Roosevelt as it was during the previous conflict, and similarly received condemnation by the CLF for it&#039;s overtly hostile actions against civilians. However, as more battles raged across the years, it was clear the Roosevelt was showing it&#039;s age the longer the conflicts dragged out. &lt;br /&gt;
&lt;br /&gt;
Resistance was more heavily fortified in CLF territories, and they were more well informed of the USCM movements. The technical superiority of the vessel was shattered, as was the fate of many others. Furthermore, the failure of USS Alistoun in the Neroid Sector lead to the most decisive defeat thus far. This significantly changed the military doctrine of the Third Fleet in many ways, which in particular affected the fate of the Roosevelt. &lt;br /&gt;
&lt;br /&gt;
High command of the USCM were worried of several threats, CLF excluded, and thus updated the overall mission of the  Roosevelt to a role of scouting. Since 2180, She has maintained visibility of the outskirts of the UA where the Third Fleet is positioned. She still maintains a small deployment of senior military officers, just a Commander and Captain. The rest of the crew is mostly military, with some serving in other departments. Captain Goosen Dagen was transferred to the Roosevelt in November of 2189, and has since commanded the vessel. &lt;br /&gt;
|-&lt;br /&gt;
!CPT Jonathan Fox&lt;br /&gt;
|N/A||USS Valor&lt;br /&gt;
|Destroyer|| Retrofitted Vehicle&lt;br /&gt;
&lt;br /&gt;
The USS Valor is a destroyer class ship, with only 189 meters beeing smaller then the USS Almayer but equipped with stronger weaponary. It has loaded eight 0.75cm/140 Mark 74 General Atomics railguns, 35 Mark 33 ASAT-LS systems with mark nine nuclear warheads. But has only one AUD-25 Dropship with no armament and only a very small bataillon with no mechanized troops on board.&lt;br /&gt;
&lt;br /&gt;
The USS Valor was created 2136, two years after The Arikara-class patrol transport vessel was intodruced. The USS Valor&#039;s main goal is to track and hunt hostile ships down. It was assigned to the third fleet and joined 2165 the Operation Canton. &lt;br /&gt;
|-&lt;br /&gt;
!CPT Faerwald Wulfe&lt;br /&gt;
|N/A||USS Hyperion&lt;br /&gt;
|Science Frigate||Most of the ship is comprised of laboratories with high tech equipment and full of researchers be it from the USCM or outside contractors under strict NDA. Its primary job is to conduct experiments and research safely in deep space away from the prying eyes of civilian companies and outside powers like the UPP and CLF. On occasion the Hyperion can be seen performing other tasks like surveying unexplored planets, observing anomalies in space or performing weapon testing. Thanks to its equipment and laboratories as well as a very skilled medical team used to work with strict containment procedures and the strangest of wounds and diseases the Hyperion was on occasions sent to colonies suffering from widespread pandemics to swiftly deal with the situation.&lt;br /&gt;
&lt;br /&gt;
The crew aboard is highly trained and split between crisis response teams and exploratory teams when being deployed on special missions.&lt;br /&gt;
&lt;br /&gt;
While the Hyperion is a science vessel it still carries a decent amount of armaments and can defend itself if attacked. It carries ship to ship missiles as well as two large caliber front facing cannons designed both for ship to ship combat as well as limited orbital bombardment. It is also usually fitted with all kinds of experimental weaponry currently being tested and while unreliable it can prove devastating in some situations. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; |Fourth Division&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Insignia&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Vessel Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Classification&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |CDRE Goddard Pearsall&lt;br /&gt;
| N/A||USS Icarus&lt;br /&gt;
|Cruiser- Operations Carrier||Less a warship and more a testing platform/mobile blacksite, the Icarus is part of a proposed new fleet doctrine of carrier primacy. Much of the ship&#039;s lower deck is occupied by a hangar bay servicing a collection of ten fighters and three bombers. High mechanization allows craft to be refueled and rearmed in record time before deployment. Connected to the bridge, an experimental long-range sensor array allows the Icarus to detect and identify targets beyond the detection range of the rest of the fleet, as well as assisting ships in finding firing solutions on enemy ships. The main weakness of the Icarus, however, is its direct-combat capability in space and ground combat: due to the space taken by the hangar and power requirements for the various support systems, the ship is unable to hold or field a Marine detachment and lacks larger weapons platforms to allow orbital bombardment or long-range engagements. With anti-missile/anti-fighter point-defense and light, short-range armaments, the Icarus&#039; primary defense is its fighter/bomber complements and ability to assist the fleet in engaging other ships through sensor tracking.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Sofia Eder&lt;br /&gt;
|N/A|| USS Hall&lt;br /&gt;
|Destroyer||A Patton-Class destroyer, a quintessential workhorse of the UA Fleet at large. Armed with a respectable array of mass drivers which set the standard for its class and a decent PD coverage, this line of destroyers is also notable for being one of the rare destroyer classes with a dedicated torpedo array, featuring a purpose-built torpedo rack which allows for rapid reloads mid-combat. Features a shuttle bay holding a shuttle capable of atmospheric entry, with a carry capacity of roughly two fireteams&#039; worth of personnel. This particular Patton-class has had its engine assembly insulated as well, making it easier for the ship to &#039;go dark&#039; in order to reduce its sensor profile.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Adam Hilt&lt;br /&gt;
|N/A|| USS Imperial Eagle&lt;br /&gt;
|Planetary Assault Ship|| The USS Imperial Eagle is a retrofitted missile cruiser redesigned towards boarding action and planetary assault missions. Outdated towards the turn of the decade, rather than dismantle it, the ship went the route of many missile cruisers. Its generally sizeable hull making it ideal for hosting large bodies of troops and munitions. While still capable of its prior functions, many of its main weapon systems have been redesigned towards bombardment and indirect fire support for operations and Marine companies. Along the side of the ship are a pair of two sleek lightning bolts encircle by a wreath with an Eagle mounting it, representing Hilts long and cultured history in service to the US and the heritage of the Marine detachment aboard. Hilt replaced CPT Bateman on the ship, as the former was wounded during the campaign against the Terrarists. The Marine unit aboard is the “Thunderbirds”. The Thunderbirds are a notoriously aggressive unit, recognised fleet wide for their jackboots and unique marching style. Many other marines accuse them of war crimes or brutality, however they always manage to come out clean. This is only exasperated by the current Commander who is notorious for his love of groundside operations, almost always refusing to sit in the CIC during combat drops. Traditionally, the ship has been apart of 1st Division.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Oleg Akimov&lt;br /&gt;
|N/A||USS Aurora&lt;br /&gt;
|Cruiser||Conceived during late stages of Tientsin Campaign.&lt;br /&gt;
Thanks to short lived patriotic uplift all over United Americas, WY managed to slide Aurora, among other projects, into the controversial omnibus spending bill. Aurora was designed to have a distinct feature - retractable magnetic trawl on bow. Trawl&#039;s sole purpose is to prevent weaponized collisional cascading. At the time of the construction it was largely theorized that enemy can prevent effective fleet maneuvers using “fields” of space debris and mines at high orbit. This theory is yet to be tested in real combat. As all things that made to be jack of all trades, Aurora is a master of none. Increased mass makes Aurora less mobile than most of the cruisers. Because of trawl gun ports and turrets located on sides of the ship(still facing bow) and cannot be used while trawl is extended. Overall armament on Aurora is underpowered and reduced in quantity. Crew and marine compartments both reduced in size and comfort.&lt;br /&gt;
&lt;br /&gt;
3rd Fleet. Contains “Icebreakers” Company&lt;br /&gt;
|-&lt;br /&gt;
!CPT Viktor Kleiner&lt;br /&gt;
|[[File:USS_Lowë.png|center|400x400px]]||USS Lowë&lt;br /&gt;
|Kreuzer class, Heavy assault cruiser||The USS Lowë is an assault heavy cruiser, designed to enter space battlefields to cripple enemy ships with 6 medium range batteries and 3 point targeting missiles. The USS Lowë has 5 point defense cannons and 2 concussion missiles. The vessel has a secret method of winning battles, it can ram other vessels with a top speed of 301 m/s, heavily damaging the ship hulls. Despite retrofitted, the Lowë&#039;s hull still stands strong.&lt;br /&gt;
The USS Lowë is currently designated in the 3rd Fleet, 4th Division, 4th Brigade, 1st Battalion, it holds the &#039;Lowë Pack&#039; battalion under the direct command of Captain Viktor Kleiner, also known as BEER-5 or Beer. The USS Lowë was stationed in Eridani but has been recently transferred to the 5th Division to lead and counter the Terraist threat in the Herculis sector , under the command of and supervision of Rear Admiral Frans Feiffer.&lt;br /&gt;
|-&lt;br /&gt;
!CPT Balto Dreg&lt;br /&gt;
| N/A||USS Dreggornaught&lt;br /&gt;
|Dreadnought Classed Battleship||The USS Dreggornuaght is the only last serving Dreadnought in the navy after its early days as original battleships of the USCM Navy. It has been retrofitted from its previous Dreadnoughts making it the last and only modernized Dreadnought to date. The USS Dreggornaught Nought was outfitted for partial planetary assault and more so Space combat with the previous Dreadnought weapons added to its arsenal. It consisted of the  1st Battalion &amp;quot;Metal Jackets&amp;quot; consisting of Colonial Marine 1st, 2nd, 3rd platoons. It as well consisted of the 4th Armored Rhino Tank Platoon consisting of over 3 heavily modified Medium Tanks and one heavily modified heavy tank referred to as the Dregg Tank. Multiple big guns I would say few OBs and outdated and few modern heavy ship cannons for naval aspect or modified Dreadnought with multiple barrages of Oribitial Batteries for naval/planetery assault.&lt;br /&gt;
|-&lt;br /&gt;
! CPT Robert Dangerzone Hale&lt;br /&gt;
|N/A ||USS Berlin&lt;br /&gt;
|Support Vessel||Mass transport, the white elephant of the fleet. Originally designed to ferry men and material enough to fortify a conquered world, now for the most part mothballed with only skeleton crew onboard, used as hospital during the fallout of the Crusade.&lt;br /&gt;
|-&lt;br /&gt;
|}{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; |Fifth Division&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Insignia&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Vessel Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Classification&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |CDRE Connor Anderson&lt;br /&gt;
| [[File:USS_OBAMA.png|center|400x400px]]||USS Barack H. Obama&lt;br /&gt;
|Destroyer|| 3rd Fleet, 4th Division, 22nd Regiment, &amp;quot;Sky Guardians&amp;quot;&lt;br /&gt;
&lt;br /&gt;
USS Obama is  a medium armored vessel with extraordinary speed, it&#039;s an experimental vessel specialized in boarding attempts. It&#039;s speed and armor allow it to ram hostile spaceships and the new AUD-28 dropships with their point defense lasers are able to reach the enemy&#039;s hangar with close to no damage. &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; | CPT Charles &#039;Boston&#039; Ellis&lt;br /&gt;
|N/A ||USS Massachusetts&lt;br /&gt;
|Cruiser||Named primarily for the USS Massachusetts (BB-59), the ship is a rapid response vessel sent on missions where larger ships would be impractical or more often too expensive. Much of the ship is a combination of outdated parts from when the ship was last properly outfitted in 2180, and more recent weaponry that were scrounged up from various UCSM supply depots and captured enemy munitions. &lt;br /&gt;
&lt;br /&gt;
The ship normally carries a light, tightly knit crew during it&#039;s distant missions, but is capable of moving a larger force if the need be. Standard troop load is approximately 100-150 men, but when necessary the USS Massachusetts carries enough space and supplies for a company on deck and another company in cryosleep.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |CPT Vadim Dmitriev&lt;br /&gt;
|[[File:USS_Ga.png|center|400x400px]]|| USS Georgia&lt;br /&gt;
|Corvette||Operates with forty five souls onboard as the primary crew, with a maximum capacity of sixty souls, minimum armament, primarily ballistic. Outdated Corvette design, plans to retrofit in a effort to keep it a effective screening vessel.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |CPT Benson Gusman&lt;br /&gt;
|N/A||USS Louis&lt;br /&gt;
|Escort Frigate||The USS Louis is a brand new Escort Frigate, only being christened in 2187 (Three years ago) however, due to last-minute budget cuts the contract to build it was given to third-rate contractors. Due to this, it has become plagued with issues and has been in the dock for most of its service life, only managing to complete its second patrol at the very beginning of 2190. However, with many of the issues sussed and sorted the Louis is still yet to prove itself as a very capable ship sporting modern (though somewhat unreliable) weapons systems, sensors, countermeasures, etc. Its duty is to escort patrol transports/Carriers in relatively unsafe areas and to also provide support to them. Has a couple of newer multirole fighters as well as one AUD-35 dropship and an advanced XQ-98C &#039;Spectre&#039; Drone in its hanger space.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |CPT Elzbieta Brygida&lt;br /&gt;
|N/A|| USS Nunavut SW-2&lt;br /&gt;
|Stealth Frigate||A rare sight and exception to the essentially outdated ships of the Third Fleet, the USS Nunavut SW-2 is a top-notch experimental stealth frigate, the result of a joint program between the USCM and the W-Y Aerospace department together with the wide use of &amp;quot;Borrowed&amp;quot; technology and schematics from the TWE, the ship is the second of its line, the Specter-class, after the premature destruction of the first model by foreign agents. Its proficiencies include reconnaissance, stealth engagements, force projection, ship boarding, electronic warfare, and sabotage. The starship which stands at a length of 210 meters and is able to swiftly garrison from 60 to 120 crew members was initially ordered at 2180 and kept under military secret to avoid any type of unwanted attention, due to the dimensions of the project and the use of unusual technology, the Nunavut took around 7 years to be fully constructed and commissioned by the USCM, despite its size compared to the other titanic ships of the fleet, the starship is more than armed, enjoying the use of multiple point defense systems, disruptor torpedoes, and a massive dual-cannon railgun covered and stored within the lower parts of the ship.&lt;br /&gt;
&lt;br /&gt;
Despise all its peculiar characteristics, the main characteristic of the Nunavut is its stealth systems and engines, the ship is able to temporarily hide its signatures through the use of radar jammers and the sinking of heat within the hull whilst refrigerating the exterior hull, allowing the crew to travel behind enemy lines and disputed sectors with ease whilst not leaving any trace to be followed by the enemy, although such thing isn&#039;t achieved without risks, the heat stored needs to be released one hour or another, otherwise, it would be more than enough to radiate the entire crew and fry diverse vital systems. One of the main weaknesses of the Nunavut is also her lack of proper defensive plating usually present on the heavy ships of the Third Fleet but the absence of so also leaves room for it&#039;s six highly advanced engines powered by a nuclear fusion plant, that way managing to achieve above-average sub FTL speeds.&lt;br /&gt;
&lt;br /&gt;
As of 2190, the ship was transferred from the 1st to the 3rd Fleet for field testing over the remote sector of Neroid, under the full command of Captain Elzbieta Brygida and her saboteur commando, the 3042.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Support Divisions ====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ class=&amp;quot;nowrap&amp;quot; |12th MP Division&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Insignia&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Vessel Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Classification&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot; |PvM Claymore Allister&lt;br /&gt;
|N/A||USS Constitution&lt;br /&gt;
| Retrofitted Planetary Assault Ship||A highly luxurious vessel with little exterior weaponry used by the provost and his honor guard to travel around as required by his duties. &lt;br /&gt;
&lt;br /&gt;
It is a retrofitted planetary assault ship that has extra storage space made for his own private office and quarters with the added benefit of new secure cells to contain and transport high risk prisoners around.&lt;br /&gt;
&lt;br /&gt;
Response teams of specially trained riot police accompany the provost outside of the honor guard and make up the bulk personnel as they are deployed to colonies and areas which require a reminder of the USCM and its presence.&lt;br /&gt;
&lt;br /&gt;
On a last note, its also one of the two places where court martials of severe incidents get brought up in its highly modern and extremly luxurious court hall.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Mission==&lt;br /&gt;
The Second Battlegroup is tasked with search-and-destroy within the Herculis Sector under the Third Fleet, primarily the sector of Neroid due to the sudden influx of colonial rebellions occurring and requests from local marshals for reinforcements in putting down insurrection. The Battlegroup however faces various issues including strained logistical supply lanes bogged down by distance and guerilla attacks from varying factions, poor weaponry maintenance, and low manpower due to a strained budget. Any hope of victory can only be achieved with new methods as attrition continues to tear away at the Battle-Group making it painfully obvious a drawn-out conflict is no longer an option.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of 2190, just like all of the Third Fleet the Second Battle-Group operates out of Chinook 91 GSO station a military space station in geosynchronous orbit around the colony world Georgia 525 (70 Ophiuchi A V). Due to to increasing security concerns the Second Battle-Group has begun detaching its Reserve Division to defend the military space station from any potential threat that may target the heart of the Third Fleet.&lt;br /&gt;
&lt;br /&gt;
=Ideology=&lt;br /&gt;
Since the eruption of the war on insurgency following the disasters at Tientsin there has been notable debate among military officers as to how to pursue a victory with the war only continuing to drag on and attrition and budgets straining the USCM. Three notable factions by 2190 had taken rise among the fleets, especially the Third Fleet which finds itself constantly engulfed in an endless guerilla campaign with the CLF.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Ideology&lt;br /&gt;
!Symbol&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
!Hawks&lt;br /&gt;
|[[File:Pngfuel.com_(1).png|center|100x100px]]&lt;br /&gt;
|The Hawks are a far-right leaning faction that emerged following the end of the Sol Campaign with the belief that the colonist uprisings can only be halted with iron and blood. Their main support dwindled following the ending of the Tientsin Campaign which led to the outlawing of nuclear weapons being used against colonies due to the humanitarian disaster that had emerged in the aftermath. However, with the war on insurgency dragging on and casualties mounting the upper-brass of the USCM has begun once again reconsidering the option of ‘more forceful measures’ including the potential of once again permitting the use of nuclear weaponry on colonial worlds and the suspension of colonial governments and enactment of martial law through the sector.&lt;br /&gt;
|-&lt;br /&gt;
!Doves&lt;br /&gt;
|[[File:Pngwing.com_(2).png|center|100x100px]]&lt;br /&gt;
|The Doves are a left-leaning faction that rose following the humanitarian crisis on Mars after the Sol Campaign had been waged and won. Their firm belief was that the only way to unite colonies with the Earth Government was by fighting and winning the ‘war of heart’ through negotiation, humanitarian aid, and less usage of military assets. Following the Tientsin Campaign the Doves saw a major increase in popularity among the officer corps and successfully pressed the government to outlaw the use of nuclear weapons against colonial worlds. However, since the War on Insurgency the belief that the ‘war of heart’ could still be won began to wither with the relentless years of war crimes, casualties, and growing distrust of the USCM by CLF-aligned colonies. However there is still hope that the colonies and Sol can be reunified through compassion and unity.&lt;br /&gt;
|-&lt;br /&gt;
!Songbirds&lt;br /&gt;
|[[File:8czrbxe6i.png|center|100x100px]]&lt;br /&gt;
|The Songbirds are military industrial complex supporters who lean heavily towards policies pushed and supported for major corporations such as Weyland Yutani. Their main support emerged during the early days of the emergence of WY which had begun investing heavily into the USCM. Officers who align themselves as Songbirds echo that the corporations are strong allies and it would be harmful to push or restrict purchasing and contracts with them. It’s rumored Songbirds are among the wealthiest of officers in the USCM primarily due to bribes likely received to ‘overlook’ certain incidents that might be damaging to Weyland Yutani or other corporations who pay for influence and sell weapons to the USCM. Their interest aligning with the hawks or doves on specific issues falls on the cost and benefits, if it means losing a colony it could be doves but if it means killing some rebelling colonists and keeping the colony, it likely could be the hawks. Money is power and a path to greater standing.&lt;br /&gt;
|-&lt;br /&gt;
!Other/Unaligned&lt;br /&gt;
|[[File:Pngfuel.com_(2).png|center|118x118px]]&lt;br /&gt;
|It is not uncommon for officers both new and old to distance themselves from the politics that surround their career and mission to serve the USCM. Some often develop their own opinions far different from the main ideologies on how the issues USCM faces should be dealt with and thus find themselves often supporting one of the big three if it aligns with their own beliefs. Lobbying by both the Doves, Hawks, and Songbirds to gain the support of these Officers is not uncommon within the Fleets.&lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ideology of the Battlegroup==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; role=&amp;quot;presentation&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;BATTLEGROUP REPORT (As of 7/2/2190)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:b95aeed4947a0ff713217dc7fe8a69b8.png|thumb|right|200px]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Hawks: 49%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Doves: 28.6%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Songbirds: 10.2%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Other/Non-Aligned: 12%&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; role=&amp;quot;presentation&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;BATTLEGROUP REPORT (As of 1/5/2191)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
[[File:CO_Alignment2.png|thumb|right|200px]]&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;Hawks: 51.4%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Doves: 24.3%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Songbirds: 5.4%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Other/Non-Aligned: 18.9%&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Current Crisis=&lt;br /&gt;
&lt;br /&gt;
==Colonial Liberation Front (War on Insurgency)==&lt;br /&gt;
The fight against the CLF in the Neroid Sector and various other small cells appearing in other sectors has been ongoing for over a decade with no end in sight. Now with an estimated manpower of 150,000 the CLF heavily outnumbers local USCM forces even with shoddy equipment. Casualties and fleet losses continue to accumulate by the day with guerilla fighting taking its toll on USCM forces. A decision on a new approach to the war on insurgency has to be made if there is to be any hope of success.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Xur Uprising/Sixteen Colonies==&lt;br /&gt;
Rumors of a declaration of independence from a new self declared union of colonies referring to themselves as the ‘Sixteen Colonies’ has emerged under the coordination of notorious colonial marshal Xur, mirroring that of the original American Thirteen colonies and declaration of independence. The Third Fleet’s intelligence network covering HERCULIS from CHINOOK station has managed to suppress any media outlets, also a blockade by the First Battlegroup of the Third Fleet has successfully prevented any travel of colonists who may try to spread the news. A solution however to either attempt peaceful negotiation or usage of military force must be decided before the number of the Sixteen Colonies increases.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Terraist Crusade==&lt;br /&gt;
The Order of Terra, a devout religious sect of roman catholics dedicated to the expulsion and destruction of the colonies through holy crusade due to their belief of earth being the one and only true home to humanity have become a major problem in the outer-colonies. Their tactics involving terrorist attacks on civilian populations and military forces have earned them the ironic nickname of ‘terraists’ in their attempts to purge the colonies in favor of earth. There has been belief that the Vatican has been personally funding the order however Pope Pius XII has denied such allegations. They have established several major installations in asteroid belts which they have dubbed ‘The Crusader States’. To wipe them out would mean gaining colonial favor and good press, however to eradicate them completely would mean destroying an enemy of the CLF and rebellious colonies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By 2190 after the Battle of Fomalhaut System or &#039;&#039;&#039;OPERATION: FALLEN ANGEL&#039;&#039;&#039;, the Terraists were largely scattered or taken as POWs and await pending trials by the Judiciary branches of the military for warcrimes against colonial civilians. Intelligence reports the chances of the Order becoming a threat again are unlikely however UA forces remain wary in Herculis, believing that religion cannot be so easily forgotten.&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=PVE:GM_Handbook&amp;diff=40125</id>
		<title>PVE:GM Handbook</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=PVE:GM_Handbook&amp;diff=40125"/>
		<updated>2026-01-15T23:17:17Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to Being a Game Master =&lt;br /&gt;
&#039;&#039;Congratulations on being selected through deliberation or welcome back from your break.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
You probably have a lot of ideas, storylines, and characters you want to play out or tell to players and friends. But what now? You have your role, your access, your tools, but where does one even begin preparing a game, let alone run one? &lt;br /&gt;
&lt;br /&gt;
Well, &#039;&#039;&#039;this guide is for new GMs starting to run a game&#039;&#039;&#039;; the concept, pacing, philosophy, and steps involved. &#039;&#039;&#039;This is not a simplified step-by-step guide,&#039;&#039;&#039; but rather a large compile list of everything involving running a PvE game. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For an extensive look into the tools necessary to achieve this, check out [[PVE:GM_Toolkit|GM and Admin Tools]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This guide has sections partly inspired from BlackDragon&#039;s Mission Theory as well as a compile of guides and steps existing and scattered on Discord.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= ======== TGS Guide ======== =&lt;br /&gt;
This section will talk about extensive use of the &#039;&#039;&#039;&amp;lt;U&amp;gt;TGS Webpanel&amp;lt;/U&amp;gt;&#039;&#039;&#039; web-program to start, close, and update PvE servers.&lt;br /&gt;
&lt;br /&gt;
= Starting the Server =&lt;br /&gt;
Before you can begin the preparations, you need to know how to start the server. Generally speaking, when you&#039;re in training the Trainer GM will handle it for you, but this is an important aspect nonetheless.&lt;br /&gt;
&lt;br /&gt;
Servers are handled by &#039;&#039;&#039;&amp;lt;U&amp;gt;TGS Webpanel&amp;lt;/U&amp;gt;&#039;&#039;&#039;, which is a web-based connection to the server box. &#039;&#039;&#039;There are 4 servers available as of July 2025 for PvE: &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Red&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;Green&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Blue&amp;lt;/span&amp;gt;, and &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;Halo&amp;lt;/span&amp;gt;.&#039;&#039;&#039; Each servers contain a list of &#039;&#039;&#039;Test Merges or TMs&#039;&#039;&#039; which are modification of the base code that are not officially part of the game. This can range from bug fixes, to maps, to features.&lt;br /&gt;
&lt;br /&gt;
== Choosing Your Server and Test Merges ==&lt;br /&gt;
[[File:PVE_TGS_Login.png|thumb|300px|&#039;&#039;The initial TGS login page.&#039;&#039;]] To start the server or access maps and features not yet in the game, as well as bug fixes taken from [https://github.com/cmss13-devs/cmss13-pve/pulls?q=sort%3Aupdated-desc+is%3Apr+is%3Aopen|PRs from the GitHub Pull Request List], you must have the &#039;&#039;&#039;&amp;lt;U&amp;gt;Game Master role&amp;lt;/U&amp;gt;&#039;&#039;&#039; on your CM forum&#039;s account to log into the TGS. &lt;br /&gt;
&lt;br /&gt;
Navigating to the TGS WebPanel will show you an &#039;&#039;&#039;OpenID Connect Login page&#039;&#039;&#039; where you can sign in using your forum account. Afterwards you&#039;ll be greeted with this page.&lt;br /&gt;
{{Center|[[File:PVE_TGS.png|1000px]]}}&lt;br /&gt;
&lt;br /&gt;
[[File:PVE_TGS_PR.png|thumb|400px|&#039;&#039;A list of PRs that are currently Test-Merged&#039;&#039;]] From here, you can select and then access a server by clicking on &#039;&#039;&#039;Accesss&#039;&#039;&#039;. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;You should always check if they are currently being used in the &amp;lt;U&amp;gt;Server tab&amp;lt;/U&amp;gt; first by the Online/Offline status&amp;lt;/span&amp;gt;&#039;&#039;&#039; before doing anything else. &lt;br /&gt;
&lt;br /&gt;
Test Merge list by navigating to the &#039;&#039;&#039;&amp;lt;U&amp;gt;Repository tab&amp;lt;/U&amp;gt;&#039;&#039;&#039; on the left-hand side. &#039;&#039;&#039;Each servers retain the list of the last Pull Requests that have been Test-Merged.&#039;&#039;&#039; If the list of the PRs are satisfactory, then you can move onto &#039;&#039;&#039;[[PVE:GM_Handbook#Starting_and_Closing_the_Server|starting the server proper.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== The Quick Short List for Starting and Closing the Server ====&lt;br /&gt;
# Log into TGS Webpanel.&lt;br /&gt;
# Choose the relevant server and press &#039;&#039;&#039;Access&#039;&#039;&#039;.&lt;br /&gt;
# At &amp;lt;U&amp;gt;&#039;&#039;&#039;Repository&#039;&#039;&#039;&amp;lt;/U&amp;gt;, review, remove, or add PR TMs as needed. Click compile and check for errors.&lt;br /&gt;
# At &amp;lt;U&amp;gt;&#039;&#039;&#039;Deployment&#039;&#039;&#039;&amp;lt;/U&amp;gt;, Compile and Deploy Repository of the compiled TM List.&lt;br /&gt;
# At &amp;lt;U&amp;gt;&#039;&#039;&#039;Server&#039;&#039;&#039;&amp;lt;/U&amp;gt;, press &#039;&#039;&#039;Start&#039;&#039;&#039;&lt;br /&gt;
# Once the server is ready to be closed, at &amp;lt;U&amp;gt;&#039;&#039;&#039;Server&#039;&#039;&#039;&amp;lt;/U&amp;gt;, use &#039;&#039;&#039;Graceful Action&#039;&#039;&#039; dropdown, select &#039;&#039;&#039;Shutdown&#039;&#039;&#039;.&lt;br /&gt;
# Use &amp;lt;U&amp;gt;restart server&amp;lt;/U&amp;gt; verb in-game.&lt;br /&gt;
&lt;br /&gt;
=== Making Your Own Test Merge List ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;But if none of the servers have the PRs you want Test-merged, or has something you want to take out,&#039;&#039;&#039; then you&#039;ll have to compile the list of the PRs you want instead. Generally speaking, there are some rules to be considered.&lt;br /&gt;
[[File:PVE_TGS_TM.png|thumb|450px|&#039;&#039;It is as simple as adding and removing PRs using the minus and plus buttons.&#039;&#039;]] &lt;br /&gt;
* Unless told otherwise by the PR author, do not TM draft PRs.&lt;br /&gt;
* Check all the PRs for conflicts with the base code before Test-Merging.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Do not TM PRs with [DNTM]&amp;lt;/span&amp;gt; or &amp;quot;Do Not Test Merge&amp;quot; in the title and label.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;Do not TM PRs that changes anything with character preference&amp;lt;/span&amp;gt;&#039;&#039;&#039; such as new flavortext system, character creation option, loadout option, etc.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;If two PRs change the same files, such as 2 PRs balancing the same gun. There will &#039;&#039;likely&#039;&#039; be conflicts that disallow both PRs to be Test-merged at the same time.&#039;&#039;&lt;br /&gt;
* &#039;&#039;If you&#039;re not sure, ask, if there&#039;s no clear answer; simply don&#039;t Test Merge it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;To add the PRs you want into the TM list, scroll down towards the Test Merges list.&#039;&#039;&#039;&lt;br /&gt;
[[File:PVE_TGS_TMS.png|thumb|350px]] &lt;br /&gt;
* &#039;&#039;&#039;To add a new PR, use the &amp;lt;span style=&amp;quot;color:lime&amp;quot;&amp;gt;green plus button.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;To remove a PR, use the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;red minus button.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
* To change a PR&#039;s commit version that is already in TM list, use the &amp;lt;span style=&amp;quot;color:cyan&amp;quot;&amp;gt;blue refresh button&amp;lt;/span&amp;gt;, &#039;&#039;&#039;rare use case since the PRs are automatically updated by the TGS.&#039;&#039;&#039;&lt;br /&gt;
A new pop up will appear with the dropdown list of selectable commit versions. &#039;&#039;Generally you will always want to use the latest commit version which is selected by default.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:PVE_TGS_Commit.png|thumb|450px]] &lt;br /&gt;
* &#039;&#039;&#039;Pressing save will confirm the PR&#039;s TM status&#039;&#039;&#039;, where you can find it in the list above. &lt;br /&gt;
&lt;br /&gt;
Once everything you want has been put into a list, the second last step is to &#039;&#039;&#039;compile the Test Merges&#039;&#039;&#039;, this is to ensure that &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;there are no code conflicts between the base game code and the PRs, as well as the PRs between themselves.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Intercoms.png|thumb|left]] &#039;&#039;You can manually add a PR which has been closed to the TM list by inputing it&#039;s PR hash number into the &amp;quot;Manual Test Merge Entry&amp;quot; entry, then hit the blue &amp;quot;Add Test Merge&amp;quot; button. &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;It&#039;s inadvisable to do this with any PRs that weren&#039;t passing all their checks and closed by the github stalebot however.&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:PVE_TGS_Fail.png|thumb|200px|&#039;&#039;Details on the error of the deployment can be found by clicking Error Details.&#039;&#039;]]&lt;br /&gt;
=== Compiling Failed ===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;U&amp;gt;Although last lists of TMs are discouraged&amp;lt;/U&amp;gt;&#039;&#039;&#039;, a frequent side effect of having multiple PRs that touches the same files in the TM list is a &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;compile error&amp;lt;/span&amp;gt; caused by &#039;&#039;&#039;conflicts between the PRs and the base code or between themselves.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
In short, the two touches the same code and are not compatible with each other and &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;the PR causing the conflict must be removed.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:PVE_TGS_Reason.png|thumb|400px|&#039;&#039;Conflicting PRs are listed here and can be easily referred by the Hash number.&#039;&#039;]] This can be done relatively easily by checking the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Error Detail&#039;&#039;&#039;&amp;lt;/span&amp;gt; below, where a pop up will appear.&lt;br /&gt;
* One of the relevant PRs causing the conflict can then be referred to via the &#039;&#039;&#039;PR Hash # Number&#039;&#039;&#039; as well as conflicting files. &lt;br /&gt;
* You may need to open the other PRs on your testmerge list to find which ones are conflicting with the one provided error details. &lt;br /&gt;
* The PR itself may be conflicting with the base code, in that case, the author of the PR will need to update it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Successful Compile and Deploying the List ===&lt;br /&gt;
[[File:PVE_TGS_Deploy.png|thumb|500px|&#039;&#039;Here you can deploy the code you&#039;ve compiled, usually taking no longer than a minute.&#039;&#039;]] Amazing, now that you&#039;ve cleared up the conflict, gotten your PR list, and is ready to start the server, the last step before doing so is to &#039;&#039;&#039;deploy the selected TMs onto the server itself&#039;&#039;&#039;. &#039;&#039;(Optionally, you can toggle on &#039;&#039;&#039;&amp;lt;U&amp;gt;Compile &amp;amp; Deploy after changes&amp;lt;/U&amp;gt;&#039;&#039;&#039; to automatically deploy the list after a successful compile.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Simply navigate to the &#039;&#039;&#039;&amp;lt;U&amp;gt;Deployment tab&amp;lt;/U&amp;gt;&#039;&#039;&#039; and press &#039;&#039;&#039;Compile &amp;amp; Deploy Repository&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The code will then &#039;&#039;&#039;&amp;lt;U&amp;gt;change on the next restart/reboot of the server&amp;lt;/U&amp;gt;&#039;&#039;&#039;, which means that you can compile and deploy the TM list you want while the server is running without interrupting it. &lt;br /&gt;
&lt;br /&gt;
And that&#039;s it! Wait for it to finish deploying and you&#039;re ready to start your very first server.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Starting and Closing the Server ===&lt;br /&gt;
[[File:PVE_TGS_Actions.png|thumb|450px|&#039;&#039;The action menu for starting, shutting down server in the Server tab.&#039;&#039;]] To start a server, navigate to the &#039;&#039;&#039;&amp;lt;U&amp;gt;Server tab&amp;lt;/U&amp;gt;&#039;&#039;&#039; under &#039;&#039;&amp;lt;U&amp;gt;Deployment&amp;lt;/U&amp;gt;&#039;&#039;. Here you can see the status of the server, numbers of connected client, etc. &lt;br /&gt;
&lt;br /&gt;
Scroll down to &#039;&#039;&#039;Actions&#039;&#039;&#039; section, which should look like this.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;To start the server,&amp;lt;/span&amp;gt;&#039;&#039;&#039; press &#039;&#039;&#039;Start&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;To shut down the server,&amp;lt;/span&amp;gt;&#039;&#039;&#039; use the dropdown menu for &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Graceful Action&#039;&#039;&#039; and select &#039;&#039;&#039;Shutdown&#039;&#039;&#039;&amp;lt;/span&amp;gt;. From there you can use the &#039;&#039;&#039;&amp;lt;U&amp;gt;restart server&amp;lt;/U&amp;gt;&#039;&#039;&#039; verb in-game where the server will not reboot once it is restarted.&lt;br /&gt;
* &#039;&#039;&#039;Do not force the server to stop or restart from the TGS menu unless absolutely necessary&#039;&#039;&#039; such as in the case that no GMs are able to connect to the server.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
= ===== Setting Up a Game ===== =&lt;br /&gt;
This section will talk about &#039;&#039;&#039;preparations needed to run a game&#039;&#039;&#039; before and after the players arrive as well as &#039;&#039;&#039;planning out your game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Before You Announce =&lt;br /&gt;
[[File:PVE_Game_lobby.png|thumb|&#039;&#039;Welcome to the game lobby&#039;&#039;]] You have everything set up? The server&#039;s online and active? That&#039;s wonderful, &#039;&#039;&#039;now you&#039;ll have to do some pre-game preparations&#039;&#039;&#039;. These things can take a lot of time and we don&#039;t want to let players wait in the lobby or on the ship itself, so we&#039;ll start our work before announcement starts.&lt;br /&gt;
&lt;br /&gt;
You will be met with this screen, it may be intimidating at first with all the tools at your disposals, but &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;this section will guide you through the minimum needed to get everything going. [[PVE:GM_Toolkit|Check this page for the full list of frequently used tools.]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Choosing the Factions and the Maps ==&lt;br /&gt;
[[File:PVE_Map_select.png|thumb|&#039;&#039;The menu for map selection should look like this.&#039;&#039;]] The first thing to do is to decide your faction and map, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;this must be your first course of action since it involves restarting the server.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Factions are tied directly to the ship map selected&#039;&#039;&#039;, for example: USS Golden Arrow for USCM, USS Rover for FORECON, SSV Chapaev for UPP, and so on.&lt;br /&gt;
&lt;br /&gt;
# Go to the &amp;lt;U&amp;gt;&#039;&#039;&#039;Server&#039;&#039;&#039;&amp;lt;/U&amp;gt; tab.&lt;br /&gt;
# Use &amp;lt;U&amp;gt;M: Change Ship Map&amp;lt;/U&amp;gt; to change the faction&#039;s ship map.&lt;br /&gt;
# Use &amp;lt;U&amp;gt;M: Change Ground Map&amp;lt;/U&amp;gt; to change the ground map.&lt;br /&gt;
# &amp;lt;U&amp;gt;M: Override Next Map&amp;lt;/U&amp;gt; can be used to change the ground map to a &#039;&#039;.DMM&#039;&#039; map file on your device.&lt;br /&gt;
# After the ship and ground map has been selected use &amp;lt;U&amp;gt;Restart Server&amp;lt;/U&amp;gt; to apply changes on the next restart. From there, you can continue your preparations.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Player Factions ==&lt;br /&gt;
Relatively speaking, you&#039;re the GM of your own game. The sky is a limit on what faction you&#039;d like to run and have players play; be it USCM, W-Y, or even factions we do not have ship map for like the CMB, US Army, Colonists, Raiders, or Borgia Industries. &lt;br /&gt;
&lt;br /&gt;
However, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;only the following factions are prepared with adequate content for standard play including a shipmap and balancing.&amp;lt;/span&amp;gt;&#039;&#039;&#039; The following shipmaps corresponds to the following factions.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:teal; width:150px;&amp;quot;|&#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:teal;&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
 ! style=&amp;quot;background-color:teal;&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Players&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
 ! style=&amp;quot;background-color:teal;&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Shipmap&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:200px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[PVE:Lore_Guide|USCM (Sun Riders A-Sect)]]&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Your standard run-of-the-mill [[USCM|colonial marine forces]]. Consists of a Platoon Commander on APC or shipside overwatch, a leading Section Sergeant, a corpsman, 2 Squads each with a squad leader, a smartgunner, and two riflemen.&lt;br /&gt;
* &amp;lt;u&amp;gt;&#039;&#039;&#039;USCM is the default and ideal faction for mosts operations, they&#039;re a versatile force for offensive and defensive.&#039;&#039;&#039;&amp;lt;/u&amp;gt; &lt;br /&gt;
* Their fast-firing weaponry alongside large ammo count makes short work of both xenomorphs and human combatant alike.&lt;br /&gt;
* The amount of lore established also allows for the most well-crafted characters and immersive experience.&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt; &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;[[PVE:Lore_Guide|USS Golden Arrow]]&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:200px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | USCM FORECON (Snake Eaters Squad)&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The USCM&#039;s own reconnaissance force consists of 7 personnel; a squad leader, an assistant squad leader, a corpsman, a smartgunner, a radio telephone operator, and 2 riflemen. &#039;&#039;&#039;FORECON performs mission-critical objectives, scour for intel, and set up the area for future marine operations.&#039;&#039;&#039;&lt;br /&gt;
* FORECON comes without any sentries, helmets, overwatch, and one of the smartgun replaced with a heavy pulse rifle.&lt;br /&gt;
* &amp;lt;u&amp;gt;&#039;&#039;&#039;This lowered survivability and makes them less ideal for the standard horde-setting missions for both xenomorphs and human combatants.&amp;lt;/u&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;FORECON are often used for narrative or special gimmick missions (such as stealth mission or assasination).&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;For most FORECON missions, the GM&#039;s CoyCO is the squad&#039;s overwatch. The players will want to be able to contact you, marking another responsibility on top of running the game.&amp;lt;/span&amp;gt;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;7*&amp;lt;/center&amp;gt; &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;USS Rover&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:200px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | UPP Naval Infantry (Red Dawn Platoon)&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[UPP|The Union of Progressive People]]&#039;s equivalent of the USCM marines. The Naval Infantry comes in a platoon of well-trained volunteers led by a platoon sergeant under an officer. &lt;br /&gt;
* &amp;lt;u&amp;gt;&#039;&#039;&#039;In contrast to the USCM, the UPP specializes more in slower-firing, high damage, high penetration weaponry.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;This makes them more favored for armored human force engagements.&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The slower firing rate causes them to be easily swarmed. &#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The raised armor penetration, incendiary, and impact explosive weaponry ensures that any friendly fire are amplified by a larger amount.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;11&amp;lt;/center&amp;gt; &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;SSV Chapaev&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:200px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | W-Y PMC (AZURE-15/16 Taskforce)&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[W-Y|W-Y Corporation]]&#039;s private military contractors are a well-equipped force of mercenaries looking to earn some cash doing W-Y&#039;s dirty work. &lt;br /&gt;
* &amp;lt;u&amp;gt;&#039;&#039;&#039;Mirroring that of a USCM and FORECON section respectively, the PMC comes equipped with slightly more advanced weaponry.&#039;&#039;&#039;&amp;lt;/u&amp;gt; &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;The PMC&#039;s commonly used for espionage and cover-up missions as well as sample and technology procurement amongst other things.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;11/7*&amp;lt;/center&amp;gt; &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;USCSS Obsidian Falk/Onyx&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:200px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Royal Marine Commandos (Gamma Troop)&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The [[Three_World_Empire|Three World Empire]]&#039;s most elite of troops. Their equipments far superior than any other human factions despite the low number of troops. &lt;br /&gt;
* &#039;&#039;&#039;The RMC composes of multiple specialists alongside highly trained marines and NCOs forming up Command Section, Assault Team, and Fire Support Team.&#039;&#039;&#039;&lt;br /&gt;
* Coming with specialist such as mortar operator, marksman, sniper, grenadier, sappers, and all marines equipped with 3-round burst-firing NSG scoped rifle.&lt;br /&gt;
* &amp;lt;u&amp;gt;&#039;&#039;&#039;The RMC specializes in defending and attacking fortifications. The CN-20 gas grenade takes care of assaulting horde of xenomorphs, but they&#039;re easily swarmed, making them less ideal for XAI OPs.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;11*&amp;lt;/center&amp;gt; &lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;HMS Brynhild&amp;lt;/center&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;* No shipside overwatch officer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
The following are recommended choices for &#039;&#039;&#039;allied prop squad.&#039;&#039;&#039; These factions include combat roles that do not need a lot of set up for decent player experience.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:teal; width:150px;&amp;quot;|&#039;&#039;&#039;Faction&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:teal;&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
 ! style=&amp;quot;background-color:teal;&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:200px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | United States Army&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The US Army branch of the United America is a more well equipped counterpart to the USCM, though slower to respond and often kept in garrisons of core worlds. &lt;br /&gt;
* &#039;&#039;&#039;The army lacks individual training and skill which made the USCM indepent, but makes up with more varied specialists and better equipment.&#039;&#039;&#039; &lt;br /&gt;
* Combat engineers, technicians, gunners, grenadiers, etc. take up a training aspect where a trooper might lack.&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Military&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:200px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | United Americas Colonial Guard&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The UACG garrisons the frontier world, often being volunteers enlisting to protect their homeworld from faunas and other threats. &lt;br /&gt;
* &#039;&#039;&#039;Barely equipped with outdated equipment, the UACG are nonetheless ready to fill in the defensive lines for their family.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Militia&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:200px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | United States AeroSpace Force&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The ‘space-navy’ of the United States, the USASF is the branch largely responsible for spacelifting, aerospace combat, and planetary assault support and logistics. &lt;br /&gt;
* &#039;&#039;&#039;Most USASF personnel are specialists and shipside crew with minimum combat experience.&#039;&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;Para-Rescue Technicians and Security Forces should be used for more solid combat experiences.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Navy/Airforce&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:200px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | UPP Territorial Guardsman&lt;br /&gt;
|style=&amp;quot;width:700px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Like those of the UACG, Territorial Guardsmen are generally lightly trained UPP militias from the frontier colonies for defense of the border systems. &lt;br /&gt;
* &#039;&#039;&#039;The Territorial Guards make up their lack of discipline and equipment with numbers.&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;The Territorial Guards are often unarmored, making their survivability low.&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Militia&amp;lt;/center&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;width:200px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | USCM CBRN Troops&lt;br /&gt;
|style=&amp;quot;width:700px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | The CBRN are specialized marine troops trained in handling biological and radiological hazards; be it an infestation, an outbreak, a quarantine, or nuclear armageddon. &lt;br /&gt;
* &#039;&#039;&#039;Equipped with flamethrowers and fire-proof biosuit, they&#039;re ideal for handling &amp;lt;i&amp;gt;non-typical&amp;lt;/i&amp;gt; threats...&#039;&#039;&#039;&lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Militia&amp;lt;/center&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Jobs and Adjusting Job Slots ===&lt;br /&gt;
[[File:PVE_Marine_Squad.png|thumb|&#039;&#039;Standard marine organization.&#039;&#039;]]The standard player count for most factions are &amp;lt;U&amp;gt;&#039;&#039;&#039;11 players total&#039;&#039;&#039;&amp;lt;/U&amp;gt;. This generally includes &#039;&#039;&#039;a Platoon Commander&#039;&#039;&#039;, &#039;&#039;&#039;a Section Sergeant&#039;&#039;&#039;, &#039;&#039;&#039;2 Squad Leaders&#039;&#039;&#039;, &#039;&#039;&#039;a Corpsman&#039;&#039;&#039;, as well as &#039;&#039;&#039;2 Gunners&#039;&#039;&#039; and &#039;&#039;&#039;4 Riflemans&#039;&#039;&#039;. &lt;br /&gt;
* &#039;&#039;Beware that the exception to this rule are FORECON, Onyx PMC, and RMC.&#039;&#039;&lt;br /&gt;
* &#039;&#039;You can use the adjust-job-slots verb to see what the default slot of each role are.&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Sometimes, you may want extra players that are rolled as part of the squad instead of [[PVE:GM_Handbook#Props_and_Player_Props|using player props]]. In this case &#039;&#039;&#039;you can manually adjust the job slot before the game starts.&#039;&#039;&#039; Opening slots after the game start will allow players in the lobby to join empty slots.&lt;br /&gt;
&lt;br /&gt;
[[File:PVE_Adjust_jobs.png|thumb|250px|&#039;&#039;The Adjust Job Slots menu.&#039;&#039;]] &lt;br /&gt;
# Navigate to &amp;lt;U&amp;gt;&#039;&#039;&#039;Server&#039;&#039;&#039;&amp;lt;/U&amp;gt; tab.&lt;br /&gt;
# Use &amp;lt;U&amp;gt;Adjust Job Slot&amp;lt;/U&amp;gt; under &#039;&#039;&#039;Round&#039;&#039;&#039; category.&lt;br /&gt;
# Select the job you want to change the number of.&lt;br /&gt;
# Change the number and hit confirm.&lt;br /&gt;
&lt;br /&gt;
[[File:Intercoms.png|thumb|left]] &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;It must be noted that jobs &amp;lt;u&amp;gt;should always be adjusted up, not lowered.&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt; The landmark on the maps will attempt to spawn the default amount of jobs, even if the round has the job selected to 0 or less than the default number.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Preparing the Field ==&lt;br /&gt;
Now that you have selected the player faction and map to use, it&#039;s time to &#039;&#039;&#039;do preparations before you announce.&#039;&#039;&#039; This is done so that &amp;lt;U&amp;gt;&#039;&#039;&#039;players that are spawned in won&#039;t have to wait too long until you&#039;re ready for their drop.&#039;&#039;&#039;&amp;lt;/U&amp;gt;&lt;br /&gt;
* [[PVE:GM_Handbook#Further Preparations|Many functions and preparations cannot be done until the round starts proper]], this refers to when the &#039;&#039;&#039;delay countdown timer reaches 0 and players are spawned in&#039;&#039;&#039;. [[File:PVE_Preparation.png|thumb|350px|&#039;&#039;A small area set-up.&#039;&#039;]]&lt;br /&gt;
* In this case, we want to do as much preparations that &#039;&#039;&#039;CAN&#039;&#039;&#039; be done before the round starts proper.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;U&amp;gt;&#039;&#039;&#039;Ideally, the players should not have to wait longer than 40 minutes after they spawn before they begin to drop onto the mission&#039;&#039;&#039;&amp;lt;/U&amp;gt;&amp;lt;/span&amp;gt;, this means [[PVE:GM_Handbook#The_Brief|giving the Platoon Commander brief]] as soon as you can.&lt;br /&gt;
&lt;br /&gt;
So what can we do before the round starts?&lt;br /&gt;
* Spawn [[PVE:GM_Handbook#Starting_Equipment|player equipments]] before they spawn in.&lt;br /&gt;
* Spawn items, objects, as well as turfs (such as resin walls) to create a scene of the mission area or objectives.&lt;br /&gt;
* Mark down [[PVE:GM_Handbook#Gamemode,_Concepts,_and_Objectives|objective areas]] for ease of teleportation between important landmarks.&lt;br /&gt;
* Prepare areas and equipment for [[PVE:GM_Handbook#Props_and_Player_Props|player props]] before they are spawned in.&lt;br /&gt;
On how to spawn items and turfs, [[PVE:GM_Toolkit#Creating_Objects|visit the GM Toolkit here.]]&lt;br /&gt;
&lt;br /&gt;
=== Gamemode, Concepts, and Objectives ===&lt;br /&gt;
&#039;&#039;&#039;There wouldn&#039;t be an operation without an objective or mission the players must accomplish.&#039;&#039;&#039; Whether you plan to bring up a horde of controlled enemy or pre-spawn everything and let it all play out without any intervention, the players should be working towards something. [[File:PVE_TacMap_Objective.png|thumb|250px|&#039;&#039;Setting up objectives will make them appear on the tac-map for players.&#039;&#039;]]&lt;br /&gt;
* Objectives should be something that is &amp;lt;u&amp;gt;&#039;&#039;&#039;reasonable and accomplishable&#039;&#039;&#039;&amp;lt;/u&amp;gt; for the player characters to do.&lt;br /&gt;
* Objectives should be able to be &amp;lt;u&amp;gt;&#039;&#039;&#039;quickly summarized and easily understood&#039;&#039;&#039;&amp;lt;/u&amp;gt; by players using keywords such as &#039;&#039;fetch&#039;&#039;, &#039;&#039;eliminate&#039;&#039;, or &#039;&#039;defend&#039;&#039;.&lt;br /&gt;
* Objectives &amp;lt;u&amp;gt;&#039;&#039;&#039;location should be identifiable&#039;&#039;&#039;&amp;lt;/u&amp;gt; by marking them on the map, given a general area, or given instructions to reach said objective.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Not all objectives have to be given to the players at the start, but players should have an obvious way to learn of these objective later down the line.&lt;br /&gt;
* Objectives are not required for [[PVE:GM_Handbook#Green_and_Blueshift|Greenshift and Blueshift]] where the players may create their own fun or roleplay between each other.&lt;br /&gt;
&lt;br /&gt;
==== Marking Objectives ====&lt;br /&gt;
[[File:PVE_Objective_Menu.png|thumb|200px|&#039;&#039;Marking objectives.&#039;&#039;]] To mark an objective, [[PVE:GM_Toolkit#Game_Master_Panel|navigate to the GM Panel]]. There you can use &amp;lt;U&amp;gt;Click Objective&amp;lt;/U&amp;gt; on any objects to make it an objective.&lt;br /&gt;
# Navigate to &amp;lt;U&amp;gt;&#039;&#039;&#039;Game Master&#039;&#039;&#039;&amp;lt;/U&amp;gt; tab.&lt;br /&gt;
# Use &amp;lt;U&amp;gt;Game Master Panel&amp;lt;/U&amp;gt;.&lt;br /&gt;
# Use &amp;lt;U&amp;gt;Click Objective&amp;lt;/U&amp;gt; on the item or turf you want made an objective.&lt;br /&gt;
# Select the number and color of the objective, which will then show on the map accordingly.&lt;br /&gt;
&lt;br /&gt;
* Marking an objective not only helps the players find where the objective is, but &#039;&#039;&#039;allows you as a GM to quickly teleport between them&#039;&#039;&#039; in the GM Panel as well.&lt;br /&gt;
* &#039;&#039;&#039;The objective marker on the map will move with the item marked&#039;&#039;&#039;, making them easy to find.&lt;br /&gt;
* If the marked item is somehow deleted or destroyed, the objective will disappear.&lt;br /&gt;
&lt;br /&gt;
==== Common Objective Types ====&lt;br /&gt;
&lt;br /&gt;
==== Common Gamemode Types ====&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
[[File:PVE_Garrow_Armory.png|thumb|245px|&#039;&#039;The Default Golden Arrow Armory.&#039;&#039;]]&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
After you&#039;ve chosen the factions players are up against and how they&#039;re going to fight is to adjust the player&#039;s equipment accordingly. &lt;br /&gt;
* &amp;lt;u&amp;gt;&#039;&#039;&#039;Equipment adjustment can make or break the game, causing it to be easier or harder accordingly&#039;&#039;&#039;&amp;lt;/u&amp;gt;; more sentries will help with security, HEAP rounds will kill enemies faster, etc.&lt;br /&gt;
* Conversely, &#039;&#039;&#039;lack of equipment&#039;&#039;&#039; will cause the players to [[PVE:GM_Handbook#Attrition|attrition and run out of supply.]] This may be desirable in some situations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The standard equipment each factions are given also varies, &#039;&#039;&#039;some may lack a type of equipment while others having plenty more.&#039;&#039;&#039; Here are some of the commonly spawned extra equipment for the players.&lt;br /&gt;
{| style=&amp;quot;border: 2px solid black; class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
 ! style=&amp;quot;background-color:teal; width:64px;&amp;quot;|&#039;&#039;&#039;Icon&#039;&#039;&#039;&lt;br /&gt;
 ! style=&amp;quot;background-color:teal;&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Equipment&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
 ! style=&amp;quot;background-color:teal;&amp;quot;|&amp;lt;center&amp;gt;&#039;&#039;&#039;Description&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Big_Ammo_Box_10mm.png]] &lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Ammunition&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Be it just more (or less) ammunition, special types such as HEAP or special buckshot, incendiary, etcetera can heavily impact a round. &#039;&#039;&#039;An abundance of ammunition can allow the marines to continue their work without needing resupply while a lack of incentivizes rationing.&#039;&#039;&#039;&lt;br /&gt;
* Special ammunitions such as HEAP (armor piercing), incendiary, or special buckshot can quickly put down threats, while causing major harm in friendly fire incidents.&lt;br /&gt;
* Ammunition should generally be given in-between objectives, as marines cannot carry all the boxes, though it is a good idea to give them extra ammo when more slots are given to players.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:M40 HEDP.png]]&lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Grenades&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Unlike ammunition, &amp;lt;u&amp;gt;&#039;&#039;&#039;explosives can destroy an entire GM assault wave or the player&#039;s own within seconds&#039;&#039;&#039;&amp;lt;/u&amp;gt;. There are multiple variants that are not given to players by default. Some commonly utilized grenades are;&lt;br /&gt;
* Incendiary grenades (HIAM) ignites the area round it, blocking movement and burning targets. Ideal for hordes of xenos.&lt;br /&gt;
* Canister shot (M108) turns your grenade launcher into a shotgun. Ideal for close quarter combat.&lt;br /&gt;
* White Phosporus (WPSI) explodes into a cloud of smoke that lights anyone within it on fire while blocking vision. Ideal for HAI.&lt;br /&gt;
* HEAP grenade (HEAP) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;explodes on direct impact gibbing anyone it hits&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;, designed to specifically destroy vehicles. Ideal for armored targets.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Metal.png]] &lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Materials&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Ideal for defensive operations&#039;&#039;&#039;, be it sandbags, metal, or plasteel. The amount determines how big and in-depth the defensive perimeter will be for the players.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Weaponcase.png]] &lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Weapon Kits&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Weapon kits are often given to spice up gameplay and give variety to the players; &lt;br /&gt;
* &#039;&#039;&#039;M5 RPG&#039;&#039;&#039;, &#039;&#039;&#039;SADAR&#039;&#039;&#039;, or the &#039;&#039;&#039;XM99 Plasma rifle&#039;&#039;&#039; for anti-armor purposes. &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;u&amp;gt;&#039;&#039;&#039;These can cause extreme harm in a friendly fire.&#039;&#039;&#039;&amp;lt;/u&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;M42A Sniper&#039;&#039;&#039; or &#039;&#039;&#039;HIMAT missile system&#039;&#039;&#039; for long range engagements. &lt;br /&gt;
* Other little things such as &#039;&#039;&#039;M1771 light shotgun&#039;&#039;&#039;, &#039;&#039;&#039;Boiler-T flamethrower system&#039;&#039;&#039;, &#039;&#039;&#039;Silenced M56 Smartgun&#039;&#039;&#039;, etc. can fill up every niche and gameplay style option for the players.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:SentryGun.png]] &lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Sentries&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Sentries of any type allows for automated perimeter security.&#039;&#039;&#039; Though hard to carry, the deployment of these can fill in marine flanks and give extra firepower during defensive operations. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The less sentry given, the more impactful the loss of one is. &#039;&#039;&#039;Sentries are not given to some factions.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:C4.png]] &lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Explosive Charges&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &#039;&#039;&#039;Ideal for sabotage missions&#039;&#039;&#039;, explosive charges allow marines to destroy virtually any structures or equipment with ease. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If no explosive materials are given on site and no explosive weaponry are issued, it may be ideal to give the players some extra explosive charges for their objectives.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | [[File:Motion_Detector.gif]] &lt;br /&gt;
|style=&amp;quot;width:100px; border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | &amp;lt;center&amp;gt;Motion Detector&amp;lt;/center&amp;gt;&lt;br /&gt;
|style=&amp;quot;border: 2px solid black; border-bottom: 2px solid black; padding: 5px;&amp;quot; | Motion detectors or MDs allow for marines to identify threat direction before they descend upon the players. &amp;lt;br&amp;gt;&lt;br /&gt;
This gives them better battlefield awareness, allowing better response time. &#039;&#039;&#039;Motion detectors are not given to some factions.&#039;&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Environment Crafting ===&lt;br /&gt;
&lt;br /&gt;
= Game Announcement =&lt;br /&gt;
== Player&#039;s Rights to Knowledge ==&lt;br /&gt;
== Event Information Notices ==&lt;br /&gt;
&lt;br /&gt;
= After Game Starts =&lt;br /&gt;
&lt;br /&gt;
== Further Preparations ==&lt;br /&gt;
=== Shuttle and LZ Manipulation ===&lt;br /&gt;
=== Death Prop and Corpses ===&lt;br /&gt;
== The Briefing ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= === Running an Operation === =&lt;br /&gt;
= Operation Pacing and Length =&lt;br /&gt;
== Operation Tone ==&lt;br /&gt;
= Combat Scenario =&lt;br /&gt;
== Hints and Clues ==&lt;br /&gt;
== Combat Front ==&lt;br /&gt;
== Difficulty Adjustment ==&lt;br /&gt;
=== Combat Pacing ===&lt;br /&gt;
=== Volume ===&lt;br /&gt;
== A Note on PvP ==&lt;br /&gt;
= Attrition =&lt;br /&gt;
== Resupplying ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= About AI =&lt;br /&gt;
= Xenomorph AI =&lt;br /&gt;
== Spawning Xenomorph AI ==&lt;br /&gt;
=== The Xenomorph Ecology ===&lt;br /&gt;
== XAI Orders ==&lt;br /&gt;
=== Hives and Capturing ===&lt;br /&gt;
= Human AI =&lt;br /&gt;
== Spawning Human AI ==&lt;br /&gt;
== About Human AI ==&lt;br /&gt;
=== Human Armaments ===&lt;br /&gt;
=== Command and Tactics ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ======= Story Telling ======== =&lt;br /&gt;
== The Story Arc ==&lt;br /&gt;
== Narration ==&lt;br /&gt;
=== Command Announcement, TITAN 1200 ===&lt;br /&gt;
=== Alerts, Atom Narrate, Subtle Message ===&lt;br /&gt;
== Environmental Storytelling ==&lt;br /&gt;
== Props and Player Props ==&lt;br /&gt;
=== Randomized Spawning ===&lt;br /&gt;
=== Props vs Players ===&lt;br /&gt;
== OOC Exposition ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= ====== Miscellenous ====== =&lt;br /&gt;
== Working With Other GMs ==&lt;br /&gt;
== Green and Blueshift ==&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=The_Third_Regiment&amp;diff=40124</id>
		<title>The Third Regiment</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=The_Third_Regiment&amp;diff=40124"/>
		<updated>2026-01-15T23:16:31Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The 3rd Regiment of the 4th Combat Division, attached to Marine Space Force 3 &#039;Herculis&#039;, was established in 2170 following the close of Operation Canton and the establishment of a cease fire between the United Americas and the Union of Progressive Peoples. It was created during the reorganization of USCM forces necessitated by the shifting geopolitical landscape which emerged in the wake of the devastating colonial conflict. In its original state the Regiment consisted of a mishmashed smattering of outdated transport vessels that had seen service as far back as the Sol Campaign, a variety of commanders with misaligned and conflicting ideologies as well as goals, and a severe lack of functional and easily maintained equipment to be used in ongoing conflicts within the Herculis Theater.&lt;br /&gt;
&lt;br /&gt;
Following the ascension of Colonel Michael Calhoun to the position of Regimental Commander, the 3rd Regiment has begun to resemble a fighting force that the United Americas could grow to become proud of. In 2182 the Regiment still experiences issues surrounding corruption, a dwindling budget, and an all-around lack of qualified personnel to hold positions of importance, it is no longer the hopelessly outdated and disorganized organization it was at the outset of its founding.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
===Regimental Structure===&lt;br /&gt;
[[File:The Third Regiment.png|frameless|1000x1000px]]&lt;br /&gt;
&lt;br /&gt;
==== Rank Structure ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;;&amp;quot; |Description&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;;&amp;quot; |Eligibility&lt;br /&gt;
|-&lt;br /&gt;
![[File:viceadmiral.png]]&amp;lt;br&amp;gt; Brigadier General | BGen&lt;br /&gt;
|A Flag Officer and member of the High Command for the USCMC&#039;s 4th Combat Division. The Chief of Joint Operations is responsible for coordinating actions between the various regiments falling under the division&#039;s umbrella. They are chiefly tasked with advising the overall commander of the 4th Combat Division on the strategic direction that the organization should take, and then disseminating that information to regimental commanders as required.&lt;br /&gt;
|Whitelist Overseer&lt;br /&gt;
|-. &lt;br /&gt;
![[File:rearadmiral.png]]&amp;lt;br&amp;gt; Colonel | Col&lt;br /&gt;
|Leads the 3rd Regiment of the USCMC&#039;s 4th Combat Division, assigned to Marine Space Force 3 (MSF-3) &#039;Herculis&#039;, operating out of Chinook 91 GSO Station. The Regimental Commander acts as the highest instance of authority to all Marines within their Regiment, with their own superiors usually not being immediately present due to distances of space and time of travel. As such, the Colonel has a large degree of authority.&lt;br /&gt;
| CO Senator&lt;br /&gt;
|-&lt;br /&gt;
![[File:commodore.png]]&amp;lt;br&amp;gt; Lieutenant Colonel | LtCol&lt;br /&gt;
| Leaders of the Regiment’s different battalions. Different Commanders act as the intermediate authority figure to their subordinate officers (Company Commanders).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is the duty of a Battalion Commander to organise, supply and supervise their respective battalions, while ensuring its resources are put to good use. Due to this, Lieutenant Colonels have the authority to specialise their Battalions towards specific purposes to ensure the integrity of their forces and of the Regiment as a whole.&lt;br /&gt;
| CO Council&lt;br /&gt;
|-&lt;br /&gt;
![[File:Commander.png]]&amp;lt;br&amp;gt; Major | Maj&lt;br /&gt;
| COs within the Regiment at the rank of Major will be in command of usually at least one Company of Marines. This can vary, however, and there are certainly niche scenarios, especially out in the Neroid Sector at the fringes of civilized space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All Companies and their Commanders are placed within specific Battalions, and are thus subordinate to the Battalion’s Commander. However, as space is vast and the Neroid Sector is especially so, it is not unheard of to see only a handful of ships - or even completely isolated, lone ships - being sent out to patrol or investigate distress calls, due to travel times and manpower shortages. This means that even at the Company level, COs retain a fair amount of individual authority, though when present, they are to follow the orders of their Lieutenant Colonel to act as a unified force of a Battalion.&lt;br /&gt;
| CO Whitelist&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Battalions &amp;amp; Operations ====&lt;br /&gt;
The 3rd Regiment employs somewhere in the range of 9,800 active, combat capable personnel spread across its seven battalions. Though the size of each battalion varies depending on several factors (the type of mission it is designed for, the inclusion of specialized support units, current operational environment, and changes in force structure) generally each maintains somewhere in the range of 1000-1400 personnel. While these seven battalions are designed to supplement one another in times of war and conflict, the reality is that the vast distance they are credited with patrolling combined with the difficulties of long-distance communication make each unit significantly more independent than would otherwise be standard. As such, the commanders of each battalion are able to exercise a significant degree of autonomy when it comes to specializing their command towards a certain aim or goal.&lt;br /&gt;
&lt;br /&gt;
While the general autonomy available to commanders within the regiment does offer several benefits - faster decision-making in critical situations, increased situational awareness, and improved adaptability to changing circumstances - it brings alongside it several major difficulties that only serve to cripple the total operational ability of the regiment. Reduced oversight has lead to startling levels of corruption and nepotism among its officers, with many appointments being made on arbitrary or fabricated grounds to serve the political/economic goals of external parties. Lack of a consistent strategy has lead to a disjointed and counterproductive response to attacks by the Colonial Liberation Front and encroachment from the Union of Progressive Peoples. And worst of all are the increasingly common number of human rights violations, a reality that only serves to paint the USCM in a worse light for the people it claims to serve and protect.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+First Battalion &#039;Lucky First&#039;&lt;br /&gt;
!Introduction&lt;br /&gt;
|-&lt;br /&gt;
|The First Battalion, mockingly dubbed the &#039;Lucky First&#039; - originally under the command of former Regimental Commanders Maverick and Ji-Yeon, has long been subject to scandals due to the disappearances of their Commanders, seemingly at the drop of a hat, leading some to speculate that this battalion is cursed in one way or another. A saying among its commanders being those that are assigned to oversee it will meet an unceremonious end.&lt;br /&gt;
Lieutenant Colonel Caroline A.W. Ljungman has continued reforms to combat this stigma. Ljungman has focused on imposing the rigid structure and effective training necessary for the battalion to operate at its maximum potential. This, coupled with the wholesale purge of corrupt elements of the battalion (some of whom were simply Magpies unluckily caught up in the event), has drawn the ire of many. With her own background as a Hawk of the regiment’s Fourth Battalion, Ljungman has instituted a similar culture within the First; this is especially present in the overwhelming force used in raids. Doves are also present in significant numbers, with the battalion’s interdiction role appealing to those of a more restrained approach.&lt;br /&gt;
&lt;br /&gt;
The First Battalion specializes in boarding raids (VBSS) of other spaceborne vessels, mimicking that of the ICSC contraband removal parties aimed at disrupting anti-colonial sentimentalism generated by &#039;boots on the ground&#039; tactics. The battalion has served most notably during Operation Tychon Tackle and has been of great effect in quelling CLF movement in the Neroid Sector.&lt;br /&gt;
|-&lt;br /&gt;
!Headquarters&lt;br /&gt;
|-&lt;br /&gt;
|First Battalion is headquartered on the USS Ganesha, a Conestoga-class Light Assault Starship. Being the ‘flagship’ for the battalion, the Ganesha is outfitted differently than the rest of the unit. Interior modules that would normally be reserved for a company of marines are instead replaced by offices and bunking for the battalion’s command staff and headquarters unit, an expanded Combat Information Center, and an enhanced communications and intelligence suite.&lt;br /&gt;
The Ganesha still carries the requisite modules for the First’s operations, including an auxiliary hangar with specialized craft for her interdiction operations, as well as a somewhat expanded brig. Due to the necessary weaponry and modules for interdiction operations and the battalion headquarters, the ship only carries an (understrength) company of marine infantry, though she does have a slightly larger Military Police detachment.&lt;br /&gt;
&lt;br /&gt;
Despite her understrength marine force, the vessel features the standard complement of weaponry for the class, with the addition of smaller weapons designed to disable ships that attempt to flee from the Ganesha during interdiction operations:&lt;br /&gt;
&lt;br /&gt;
* 8x XIM-28A Long Lance ASAT Missiles&lt;br /&gt;
* Twin 800-megavolt Particle Beams&lt;br /&gt;
* Twin Railguns in Dorsal and Ventral Turrets&lt;br /&gt;
* Twin 80-megawatt Infrared Lasers&lt;br /&gt;
* 60 Orbital Mines&lt;br /&gt;
|-&lt;br /&gt;
!Command&lt;br /&gt;
|-&lt;br /&gt;
|First Battalion and, by extension, the USS Ganesha, are commanded by Lieutenant Colonel Caroline A.W. Ljungman as of 2182. Given the required size of an infantry battalion, the First has several dozen other officers and senior enlisted personnel spread across its patrol zone in other vessels assigned to the battalion. Senior battalion staff, including headquarters staff, remain on the Ganesha, and include Major Isabel Lopits, the Battalion Executive Officer.&lt;br /&gt;
Individual company commanders are granted an immense amount of leeway and control over their individual commands, given the vast amount of area the First is expected to cover at any given time. Commanding officers are given a significant amount of trust in executing interdiction operations faithfully and in an above-board manner, though battalion staff periodically check in on operations in person.&lt;br /&gt;
|-&lt;br /&gt;
!Factionalism&lt;br /&gt;
|-&lt;br /&gt;
|The First is no stranger to the ideological struggles that occur within the Corps, with supporters of all sorts of ideologies present within the battalion. The vast majority of battalion headquarters staff are Hawks. Some whisper, privately, that it is due to the appointment of an AW as the battalion commander; publicly, however, LtCol Ljungman’s Hawk attitude is well-documented. There is also a significant contingent of Doves within the battalion, mainly owing to the interdiction role that the battalion plays, allowing for more ‘hearts and minds’ interactions, as opposed to deployments in the dirt. Magpies were virtually purged from the First after Ljungman took over, mostly in relation to the corruption fight, whether they were involved or not. Some, however, have managed to avoid the ire of the battalion commander.&lt;br /&gt;
|-&lt;br /&gt;
!Background&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Operation Holdfast&#039;&#039;&#039; aimed to maintain a perimeter of the World of New Kingston after a coup against and the death of the Governor-Elect. Ultimately ensuring that no subversive elements fled and that peace was restored to the Colony with minimal loss of Civilian Life.&lt;br /&gt;
&#039;&#039;&#039;Operation Candlewick&#039;&#039;&#039; involved a joint action between the Lucky First and a Three World Empire Peacekeeping Battalion monikered &#039;Hokkaido Lads.&#039; Resulted in the successful elimination of a secessionist force from the Three World Empire lead by guerilla Mark Ishii and secured the destruction of the secessionist Flagship &#039;Haliday&#039; with only one Battalion Frigate Casualty - The USS &#039;Secret Agent.&#039;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Fourth Battalion &lt;br /&gt;
!Introduction&lt;br /&gt;
!&lt;br /&gt;
|-&lt;br /&gt;
|The supporting heart of the regiment, Fourth Battalion’s primary mission is centered around maintaining regimental readiness and ensuring the combat arms elements are supplied and made capable of engaging and destroying the enemies of the United Americas. Secondary to these responsibilities, 4th battalion is frequently called upon to assist with colonial development and civil engineering projects. Working with official government colonization projects or for private organizations such as Weyland Yutani, 4th Battalion’s engineering units are used to clear space for foundations, build roadways, or set up prefabricated structures for arriving settlers.&lt;br /&gt;
&lt;br /&gt;
Organic to the Battalion and ensuring their mission goals are achieved are several transportation, maintenance, sustainment, and supply companies as well as a unit of horizontal and vertical engineers. These units fall directly beneath Battalion Headquarters and fleet structure and are assigned to the many depots, supply ships, and workshops that the Battalion maintains through the sector.&lt;br /&gt;
&lt;br /&gt;
Secondary to the organic elements and their objectives, 4th Battalion serves to reconstitute and retrain understrength line units coming from the rest of the regiment. These units are temporarily taken into the Battalion&#039;s official TO&amp;amp;E and shifted to posts where close proximity to sustainment units and clear supply lines allow for steady access to recruits, maintenance personnel, and fresh materiel. This of course means that the Battalion roster is extremely eclectic and frequently changing, leading to a variety of unofficial and semi-derisive nicknames from the combat personnel cycling through its ranks including “The Circus” and “FOBbiton.”&lt;br /&gt;
&lt;br /&gt;
Currently in the aftermath of Tychon Tackle, the 4th has been working overtime reorganizing and repairing the damage done to the regiment. The entire battalion is subject to long days and short nights and the space around their transports and above their depots are filled with cargo landers and dropships.&lt;br /&gt;
&lt;br /&gt;
!&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Fifth Battalion&lt;br /&gt;
!Introduction&lt;br /&gt;
|-&lt;br /&gt;
|Under Construction &lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Sixth Battalion &#039;Silver Sparrows&#039;&lt;br /&gt;
!Introduction&lt;br /&gt;
|-&lt;br /&gt;
|The Sixth Battalion, of the Third Regiment, Fourth Marine Division of Marine Space Force Three, ‘Herculis’, also known by the moniker “Silver Sparrows” is led and commanded by &#039;&#039;&#039;Lieutenant Colonel Hunter Stanford&#039;&#039;&#039;. Having been created in 21XX as a result of the deactivation of 3rd Battalion, ‘Rattlesnakes’ and merging of Battalions XXX and XXX, the Silver Sparrow’s mission is to conduct and assist with the pacification of the Neroid sector, although officially worded as “Assisting with specialized operations in frontier colonial locales of the UA and TWE.”&lt;br /&gt;
Much like its predecessor the 3rd Battalion, ‘Rattlesnakes’, the Silver Sparrows are now highly mobile in nature and assignment, and Company Commanders of the Sixth Battalion often see themselves on their ship more often than not, going from planet to planet, one region of space to another, and taking long haul patrol assignments like those often assigned to the USS Almayer. The Silver Sparrows also have retained, at least comparably to other battalions in the Neroid, a high number of Infantry-focused companies. &lt;br /&gt;
&lt;br /&gt;
More infamously, the Sixth Battalion has also seen in recent times a reputation of underhandedness, not much unlike its predecessor, the 3rd Battalion, ‘Rattlesnakes’. It is an open secret in the USCMC that 3rd Battalion, ‘Rattlesnakes’ was deactivated under pressure from various press, humanitarian, Provost, and internal pressures on USCMC High Command for drastic actions to curtail the brutality inflicted on everything from rare planetary fauna to civilian populations. While officially listed as deactivated for combat reorganization purposes, large remnants of the ‘Rattlesnakes’ live on in the Sixth Battalion.&lt;br /&gt;
&lt;br /&gt;
The first Sixth Battalion Commander, Lieutenant Colonel Gabriela Orchiz was placed in charge of the newly formed Sixth in an effort to appease the aforementioned pressures to ensure a ‘proper’ USCM fighting force. Personally, Gabriela Orchiz possessed a reputation of strict discipline, management, and overall success. Lt. Col. Gabriela Orchiz would lead effectively until 21XX and their own promotion and reassignment elsewhere. During Gabriela Orchiz ’s short leadership, the Sixth saw several new introductions of Company Commanders, new Bougainville ships, Conestoga retrofits, and decommissioning of old Arikaras. &lt;br /&gt;
&lt;br /&gt;
Lt. Col. Hunter Stanford, the current and second commander of the Sixth Battalion, has undone much of Gabriela Orchiz’s ‘progress’. Stanford was promoted to Lieutenant Colonel and placed in command of the Silver Sparrows in 21XX. Stanford was highly popular within the ranks of the Sixth and outside, possessing large amounts of experience and connections within the Neroid sector, which the Sixth found itself increasingly operating inside. Stanford’s popularity notably excluded Gabriela Orchiz, who had regularly assigned them to especially unwanted duties and disparaged him in private circles with accusations of being a ‘yes-man, crony, and overall brown noser’. &lt;br /&gt;
&lt;br /&gt;
Under Stanford’s command, and alleged lack of command to some, the Silver Sparrows have been entirely relegated to the Neroid and placed under command of Colonel Michael Calhoun and the Third Regiment. In the Neroid they gained the aforementioned reputation of underhandedness and brutality in some cases. In the latest example, Operation Roost Rustle, or the joint CMB-USCM seizure of weapons and stolen goods from CLF aligned smugglers along the XXX Route, CMB officials alleged mishandling of precious seized cargo by the Silver Sparrows. This incident is one amongst a history of many similar such cases.&lt;br /&gt;
&lt;br /&gt;
While Stanford himself has never been implicated or directly involved and routinely takes part in efforts to root out the recurring problem of mishandling operations, many have alleged accusations of malice, incompetence, and mismanagement against him, and his popularity has dropped sharply in recent times. He personally lists the lack of resources given to him, remoteness of the Neroid, incompetency of the Provost Marshal office, and efforts of subversive elements from inside and out of the USCM as reasons for the poor performance of the Silver Sparrows.&lt;br /&gt;
Under Stanford, the Sixth Battalion is a loosely organized unit offering commanders great autonomy in conducting their orders. It is a rare sight to see multiple Sixth Battalion Companies working in tandem or even inside the same AO, exceptions being the relatively few bases, camps, and forts in various space stations and planets assigned to the Sixth. This is due to Stanford’s personal preferences on leadership style as he styles it ‘the best tactical approach to handling the Neroid.’ &lt;br /&gt;
|-&lt;br /&gt;
!Factionalism&lt;br /&gt;
|-&lt;br /&gt;
|Factionalism amongst senior officers in the USCM is widespread, and is no less true in the Silver Sparrows in recent times.&lt;br /&gt;
The ‘Doves’ are ever present in the remnants of Gabriela Orchiz’s introduction of new Company Commanders from the more ‘sophisticated’  MSF1 and MSF2 forces where she held sway, and her overall era of disciplined leadership. &lt;br /&gt;
&lt;br /&gt;
The ‘Warhawks’ stand strong in the senior most echelons of the Sixth’s officers and senior enlisted, many coming from the ‘Rattlesnakes’. &lt;br /&gt;
&lt;br /&gt;
The ‘Magpies’, while less prominent in the Sixth and more covert than the Doves or Warhawks, hold a small but impactful presence from the outside and inside of the Sixth, largely represented by opportunist and self serving officers like Stanford, with company men and women here and there.&lt;br /&gt;
&lt;br /&gt;
Finally there are those ‘Unaligned’ with any faction still present. A number of Company Commanders, including Stanford in the now far past, request or arrange transfer to the Silver Sparrows to get away from micromanaging superiors, factionalism, and to get some action in the heating up combat AO’s of the Neroid. After all, who doesn’t want to see exotic, far off planets, and serve their country while doing so?&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Seventh Battalion &#039;Sweeping Seventh&#039;&lt;br /&gt;
!Introduction&lt;br /&gt;
|-&lt;br /&gt;
|The 7th Battalion of the 3rd Regiment, 4th Combat Division of the MSF-3 is led and commanded by Lieutenant Colonel Oswald Aalto as of the year 2182. After the restructuring of the regiment under the leadership of Lieutenant Colonel Gökçen Demir, the recent rise of Lieutenant Colonel Oswald Aalto has led to further attempts to maintain order in the colonies aboard. The regiment employs the use of specialised assault teams armed with both lethal and non lethal means of pacification to establish temporary governments and administrations in pacified regions.&lt;br /&gt;
Nicknamed the &#039;&#039;“Sweeping Seventh”&#039;&#039; for their effective usage of crowd control to handle colonial uprisings, the regiment has found itself the butt of the joke from enlisted of the First through the 6th for their ‘missing of the action’, assigned to clean up duty. Many have jokingly referred to the Seventh as the ‘Clean up crew’ or ‘Janitors’ with a suggestion that the only sweeping the Seventh takes part in is the sweeping up the dust and ashes of hard earned victories.&lt;br /&gt;
&lt;br /&gt;
In the culture of the regiments, Officers of the Seventh have been characterised as often bored and unfulfilled by their work. This boredom is often cited as the reason for the more open nature of political disagreements between members of the Officer corps.&lt;br /&gt;
|-&lt;br /&gt;
!Operations&lt;br /&gt;
|-&lt;br /&gt;
|Operation &#039;&#039;&#039;Sulking Phoenix&#039;&#039;&#039; was a failed attempt to reorganise the administration of Gilbert’s Gambit after successful recovery of the TWE colony from CLF forces. The colony’s ultimate downfall was caused through political infighting among officers within the Seventh that led to minor skirmishing between marine forces before the colony was ultimately deemed unviable for human habitation and struck from the record.&lt;br /&gt;
Operation &#039;&#039;&#039;Wheezing Warrior&#039;&#039;&#039; was an incredibly successful rehabilitation of a colony undergoing a viral outbreak. The Seventh battalion was sent in as an occupying force, having enforced a quarantine of the population at gunpoint. It is noted that only minor breaches of the quarantine occurred, and were not repeated after a strict embargo of supplies to rebelling sectors of the colony.&lt;br /&gt;
&lt;br /&gt;
Operation &#039;&#039;&#039;Jumping Joy&#039;&#039;&#039; was one of the more recent operations undertaken by the Seventh, in which a union of mine workers refused to comply with the demands of the Weyland Yutani corporation, who had been reinstalled into the colonial administration of the colony following the advice of several MODI aligned officers. The union was successfully quashed after a two month long guerilla campaign to bring them back under corporate control.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Factional Tension&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|As of recent times the &#039;&#039;&#039;HMM&#039;&#039;&#039; have lost favour within the Seventh as a result of a rise in guerrilla activity from the supposed &#039;&#039;&#039;‘Colonial Liberation Front’&#039;&#039;&#039;, leading to a rise in tensions between officers aligned with either the &#039;&#039;&#039;CPO&#039;&#039;&#039; or &#039;&#039;&#039;MODI&#039;&#039;&#039; often leading to all out arguments between commanding officers regarding the best means of restructuring regained colonies. Supporters of the &#039;&#039;&#039;MODI&#039;&#039;&#039;, often aligning with powerful mega corporations such as &#039;&#039;&#039;W-Y&#039;&#039;&#039; have argued in favour of rebuilding the colonies with closer ties to company administration - criticising the ruined state &#039;&#039;&#039;CPO&#039;&#039;&#039; aligned officers have left reconquered colonies in.&lt;br /&gt;
Contrastingly, &#039;&#039;&#039;CPO&#039;&#039;&#039; aligned officers have argued in favour of removing the armed capabilities of some particularly rebellious colonies in order to permanently place them under occupation until such a time that the &#039;&#039;&#039;‘Colonial Liberation Front’&#039;&#039;&#039; has been put to a stop. This has been heavily criticised by remaining HMM support within the Seventh who argue in favour of self governance and close cooperation with the &#039;&#039;&#039;Colonial Marshal Bureau.&#039;&#039;&#039; While factional tensions are nothing unique to the Seventh, it is notable that the battalion’s officers have been known to organise &#039;&#039;‘War Games’&#039;&#039; between their men and the men of their political opponents. Officially these games are for the sake of training, however have been known to spill over into violence, leading to harsh reprimanding from their superiors.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Starship Hulls ===&lt;br /&gt;
As the United States Colonial Marine Corps is an independent arm of the Armed Forces, separate from the United States AeroSpace Force, those officers employed by the USCMC and the Third Regiment of Marine Space Force 3 are not placed in command of vessels primarily designed for space combat. Instead, commissioned officers of sufficient rank and ability are on occasion granted command of troop transport vessels that, in addition to transporting personnel across vast distances of space, act as carriers for rapid deployment of UD-4 &amp;quot;Cheyenne&amp;quot; Dropships as well as other vehicles and equipment commonly employed by marine companies.&lt;br /&gt;
&lt;br /&gt;
Due to the distance between the United America&#039;s core colonies and the Neroid sector of the Herculis Theater, the transport vessels of the Third Regiment often travel alone through the vastness of space to respond to distress signals and any other of the numerous situations that may require the attention of the armed forces. If an officer of the Third Regiment is granted command of one of these vessels it will almost always be one of three available hulls.&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+Available Starship Hulls&lt;br /&gt;
!Arikara-class Landing Patrol Vessel&lt;br /&gt;
|-&lt;br /&gt;
|The Arikara is the oldest of the three marine transport hulls within the Regiment’s arsenal, originally devised in the 2150s and first produced in the 2160s. Classified as a Patrol Transport capable of self-sustained efforts, the Arikara was a classic, stop-gap production for when the UA required a new vessel for deep space patrols, with at least a few hulls being built or retrofitted in conjunction with WY. Said contributions often came with expanded research and AI systems, yet with the added caveat of a corporate presence onboard.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Smaller than the much more popular and common Conestoga-class, Arikara-class transports generally carry no more than two companies, and can be relatively easily piloted by a skeleton crew with the aid of the ship AI. In a baseline configuration, it can serve several roles decently, but does not excel at any. For example, the inclusion of a small garage for mechanized support and a hangar for deployments of UD-4 or UD-25 drops, yet with only limited amounts of both air support and armored vehicles available, alongside the ammunition and equipment necessary for each.&lt;br /&gt;
&lt;br /&gt;
As expected from this jack-of-all-trades style, an Arikara has basic capabilities for both self-defence and offense, though will handily lose any fight against a more modern counterpart, let alone any larger starship properly built for space combat.&lt;br /&gt;
|-&lt;br /&gt;
!Conestoga-class Light Assault Starship&lt;br /&gt;
|-&lt;br /&gt;
|The Conestoga Light Assault Starship is the hull class that has largely replaced the earlier Arikara, due primarily to its superior performance in the Arikara&#039;s primary role as isolated deep-space patrol vessel capable of ferrying troops to far off locations. The Conestoga is much larger, capable of carrying far more equipment and personnel (dependent on configuration and usage), as well as being better armored and armed overall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
While originally designed to be a practical, dedicated troop transport staying entirely within USASF battlegroups, the nature of the Cold War with the UPP and War on Insurgency meant that patrol vessels were in demand. This led to a gradual shift for the Conestoga into the role of the Arikara, which they have proven to be significantly better at overall, even with their slightly increased crew and logistical requirements. Despite excelling at its main tasks of troop transport, patrols, and general self-sufficiency in combat aspects, Conestoga-class hulls have poor auxiliary utilities in their baseline configuration. and often require retrofits into specialized designs dependent on their assignments and roles.&lt;br /&gt;
&lt;br /&gt;
A dedicated Conestoga can hold as many as eight full companies of marines theoretically, yet in practice they usually hold no more than 2, as with the Arikara. Enough to handle nearly any combat situation encountered on a patrol that a single transport is meant to tackle, while providing them with superior support in the form of vehicles, fire support, and logistics.&lt;br /&gt;
|-&lt;br /&gt;
!Bougainville-class Light Attack Transport &lt;br /&gt;
|-&lt;br /&gt;
|The Bougainville is the newest evolution of the troop transport concept following the Conestoga and Arikara hulls, considered top-of-the-line for its purpose within the USCMC. Building on the lessons learned from the Arikara and taking the improvements in design from the Conestoga-class, the Bougainville is slated to become the new premier hull design employed by the Third Regiment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Bougainville features a vaguely hammerhead-shaped design towards its front, giving it a unique shape, which is also where its Bridge is located. Though it is smaller than the Conestoga, its modernized systems and design allow it to carry systems and weapons that outclass and outperform the ones fitted on prior hulls, giving them increased combat effectiveness at a price far below what it would cost to fully retrofit and modernize prior designs. However, the Bougainville&#039;s one unavoidable weakness is that of its size. It is undeniably smaller, and if not for its modern efficiencies, would be far worse overall than the others in almost every aspect, both combat and transport. Even with said modernity, a Bougainville will often only hold one, or two undersized companies, with very little in the way of vehicles and greatly diminished autonomy.&lt;br /&gt;
&lt;br /&gt;
This, however, is a completely intentional design choice. Bougainvilles are generally afforded with improved equipment that requires less space for similar effectiveness, reducing the space needed for auxiliary modules like a medbay, and have most of a company&#039;s fire support requirements offloaded to multipurpose mounts on the ship itself, rather than individual equipment or vehicles. Thus, the class has much of the multi-role capability of the Arikaras for use on patrols alongside combat effectiveness near that of the Conestogas, at a far smaller size and price.&lt;br /&gt;
&lt;br /&gt;
The poor autonomy is a known and expected factor, as fears of the Cold War with the UPP going hot have steadily grown over time. Bougainvilles only need to be &#039;good enough&#039; for extended and distant patrols, as in the event a full-scale war breaks out, much of the largely-empty territory of present-day patrols would be abandoned. Instead, they would generally remain within the proximity of allied battlegroups, patrolling around a collection of ships that could easily resupply them while still serving in its primary capacity as orbital landing ships. Such a situation would negate every potential downside of the class compared to the Conestoga, further adding onto the benefits of its greatly reduced logistical and economic costs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Starship Retrofits &amp;amp; Specializations ====&lt;br /&gt;
In the event an officer is placed in charge of one of the above hulls, they are presented with the option to augment or otherwise retrofit their vessel to serve the desires and needs of their assignment. For a humanitarian assignment or one anticipating high casualty levels, part of a vessel&#039;s cryobay may be converted into additional medical facilities and for protracted assignments and logistics oriented vessels this may involve converting large swathes of hangar space into munitions storage or vehicle bays to store MUTT-4M7 Multipurpose Trucks. While augments to a vessel&#039;s outer hull are possible they are significantly more expensive, and considering that the Third Regiment already operates with a decreased budget and strained supply lines it is increasingly uncommon to see the addition of new weapons systems - such as railguns, missiles, or countermeasures - to any vessel&#039;s hull.&lt;br /&gt;
&lt;br /&gt;
Officers of the Third Regiment are granted relatively free-reign to augment their vessels as they see fit, provided the funding and materials are present, though there are certain functionalities that each vessel are expected and required to maintain. All vessels are expected to maintain the ability to conduct landings and transport marine personnel, as is their primary function, and must be capable of rendering medical aid and treatment to wounded or ailing marines. Any undertaking that would be required to retain a vessel&#039;s ability to operate on its own in the void of space for long periods of time cannot and may not be removed the vessel.&lt;br /&gt;
&lt;br /&gt;
This does not exclude vessels from pursuing specializations toward certain types of patrol duties, however. The First Battalion often maintains vessels equipped with weaponry capable of disabling vessels to aid its personnel when conducting boarding operations and the Fourth Battalion maintains vessels with significantly larger vehicle bays to store and conduct maintenance on armored vehicles. Other vessels operating within the Third Regiment contain significantly increased temporary housing for civilians when conducting evacuations and upscaled medical bays for advanced surgeries and treatment protocols.&lt;br /&gt;
&lt;br /&gt;
=Mission=&lt;br /&gt;
The Third Regiment is primarily tasked with search-and-destroy missions within the Herculis Theater - under the purview of the Third Fleet. And the majority of its operations and response programs are conducted within the sector of Neroid due to an influx of colonial rebellions and an increasing number of requests from local marshals for reinforcements to aid in putting down insurrections. However, in recent years the Regiment has begun to face an increasingly large number of issues when completing their duties: strained logistical supply lanes bogged down by distance, guerilla attacks from varying factions, poor maintenance of equipment, and low manpower due to a strained budget. With attrition slowly eating away at the Regiment, it has become clear that any hope of victory lies with new, unexplored methods.&lt;br /&gt;
&lt;br /&gt;
As of 2182 the Third Regiment operates out of Chinook 91 GSO station, a military space station in geosynchronous orbit around the colony world Georgia 525 (70 Ophiuchi A V). Due to to increasing security concerns, Colonel Michael Calhoun has begun detaching the regiment&#039;s reserve troops to defend the military space station from any potential threat that may target the heart of the Third Regiment.&lt;br /&gt;
=Ideology=&lt;br /&gt;
A well-organized and functional military force does not tend to encourage factionalism within its ranks, but such developments inevitably occur even at the highest levels so long as there are differences in mindsets and approaches. The USCM is no exception to this rule, and has seen three primary schools of thought become prevalent throughout its ranks. The paradoxically peaceable ‘Doves’ avoiding their nature as a fighting force to focus on humanitarian aid, the warmongering ‘Hawks’ seeking to crush all resistance on active fronts and bring back glory through victory, and the loose coalition of self-centered opportunists united under the banner of ‘Magpies’ for the sake of profit or personal opportunity.&lt;br /&gt;
&lt;br /&gt;
These are not the formal titles for their associated political entities, as the bird terminology comes from long before these particular incarnations. Nonetheless, referring to a faction by its respective bird is more likely to spark recognition from the everyday marine than its official organization name.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Ideology&lt;br /&gt;
!Symbol&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
![https://cm-ss13.com/wiki/CO_Faction:_The_%22Doves%22 Doves (HMM)] &lt;br /&gt;
|[[File:Pngwing.com (2).png|thumb|center|73x73px]] &lt;br /&gt;
|The Hearts and Minds Movement, also known as the &amp;quot;Doves,&amp;quot; originated from a UA federal-level political organization following the Tienstein Campaign of 2162-2165  and the ensuing tactical nuclear deployment between UPP and USCM forces on 8 Eta Bootis A III. The organization’s founders were disgusted with the level of civilian casualties in a military front that ultimately resulted in nothing gained. They favored a diplomatic approach, even after the destruction of the USCSS Endeavour by UPP forces, claiming that negotiating with the UPP as well as trying to win the “hearts and minds” of the 8 Eta Bootis A III populace would’ve brought a swift end to the conflict.&lt;br /&gt;
|-&lt;br /&gt;
![https://cm-ss13.com/wiki/CO_Faction:_The_%22Hawks%22 Hawks (CPO)] &lt;br /&gt;
|[[File:Pngfuel.com (1).png|thumb|center|81x81px]] &lt;br /&gt;
|The Colonial Protection Organization, also known as the &amp;quot;Hawks,&amp;quot; was founded only a few years after the foundation of the UA itself in 2108. The CPO’s founders were enraged by the handling of the Paraguayan Colony of Torin Prime and the J’Har Rebel Insurgency. The Outer Rim Defense Force’s unwillingness to destroy J’Har headquarters, due to fears of civilian casualties, was widely regarded by the CPO to have allowed such a rebellious insurgency to take much stronger root than they had any right in doing. This result was further argued to actually have led to more civilian casualties than if the J’Har insurgency was dealt with swiftly regardless of collateral damage. The CPO argued, instead, for an end to the ORDF’s push for expansion and a strong boot style to stamp out any seditious embers swiftly before they become infernos.&lt;br /&gt;
|-&lt;br /&gt;
![https://cm-ss13.com/wiki/CO_Faction:_The_%22Magpies%22 Magpies (MODI)] &lt;br /&gt;
|[[File:8czrbxe6i.png|thumb|center|85x85px]]&lt;br /&gt;
|Founded amongst officers and officials who were involved with the USCM’s founding in 2101, it was created as an organization that wanted to secure the USCM&#039;s future through establishing favorable relationships between the USCM and military innovators. This, invariably, led the organization to become highly supportive of the many corporate entities that supply the USCM with its guns, dropships, ammunition, and technological developments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike the other factions, the MODI is, by its very principle, a faction that solely exists within the UA militaries. However, due to the very strong relationship grown between the USCM and most MODI-aligned entities, as well as a stronger distrustfulness of unaligned corporations that often supply the other UAAC branches, the USCM is the premier military branch in which MODI-aligned corporations have large support bases.&lt;br /&gt;
|-&lt;br /&gt;
! Unaligned&lt;br /&gt;
|[[File:Pngfuel.com (2).png|thumb|center|100x100px]] &lt;br /&gt;
|It is not uncommon for officers both new and old to distance themselves from the politics that surround their careers and missions to serve the USCM. Some often develop their own opinions far different from the main ideologies on how the issues the USCM faces should be dealt with, and thus find themselves often supporting one of the big three if it aligns with their own beliefs. Lobbying by the HMM, CPO, and MODI to gain the support of these officers is not uncommon within the USCM.&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; role=&amp;quot;presentation&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;REGIMENTAL REPORT (As of 11/24/2182)&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#6495ED&amp;quot;&amp;gt;Doves: 25.9%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#C6181E&amp;quot;&amp;gt;Hawks: 37.0%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFFF00&amp;quot;&amp;gt;Magpies: 22.2%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#B7B7B7&amp;quot;&amp;gt;Other/Non-Aligned: 14.8%&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Ideologyoftheregiment.png|300x300px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Current Crises=&lt;br /&gt;
&lt;br /&gt;
===The War on Insurgency===&lt;br /&gt;
The [[CLF|Colonial Liberation Front]] (CLF) are the United States Colonial Marine Corps&#039; primary enemy in the Neroid Sector. A status primarily credited to their ideology, one opposing the government of the United Americas which they believe have long since abandoned the colonies. As a result, they wage a fierce guerrilla war on any UA-aligned forces, most readily the USCM. Although under-equipped and undermanned compared to their enemies, they have made up for such with strategic hit-and-run tactics which prove devastating in the war of attrition against under-manned USCM forces in the sector.&lt;br /&gt;
&lt;br /&gt;
The ongoing fight against the CLF in the Neroid Sector and various other small cells appearing in other sectors has been ongoing for over a decade with no end in sight. Having an estimated manpower in the range of 150,000, the Colonial Liberation Front heavily outnumber local USCM forces despite their shoddy equipment. Casualties and losses continue to accumulate by the day with guerilla fighting taking its toll on USCM forces. Bickering between the various tactics and styles of command between those in charge of the 3rd Regiment have rendered any meaningful progress against the CLF impossible, and a decision must be made soon if there is to be any hope of success.&lt;br /&gt;
&lt;br /&gt;
===The Cold War===&lt;br /&gt;
The [[UPP|Union of Progressive People]] and the United Americas have been locked in a Cold War for decades. Since the end of the Great Space Race and hostilities such as the Core Conflicts and the Tientsin Campaign, movement and amassing of military forces along borders has not been uncommon.  As a matter of fact, various skirmishes between the two are growing increasingly common as tensions continue to rise. However, since the Tientsin Campaign these skirmishes have been kept undisclosed to the public, as the result could escalate into a full-scale nuclear war.&lt;br /&gt;
&lt;br /&gt;
Lobbying from various factions within the 3rd Regiment and the wider USCM, most notably those with a hawkish attitude, have resulted in the United Americas adopting an increasingly aggressive stance towards the Union of Progressive Peoples. Hopes of a thawing of relations between the two Superpowers appears a distant dream as each continues their military buildup along the borders of the other.&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Temp_Marine_Law&amp;diff=40123</id>
		<title>Temp Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Temp_Marine_Law&amp;diff=40123"/>
		<updated>2026-01-15T23:13:44Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Marine Law=&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
=Laws and Punishments=&lt;br /&gt;
===== Verbiage: =====&lt;br /&gt;
To ensure clarity within this document, certain terms are used for certain things. Here is a small list to help promote clarification.&lt;br /&gt;
* &#039;&#039;&#039;Commanding Officer:&#039;&#039;&#039; A whitelisted USCM Commanding Officer. Anything with the words &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; only applies to Whitelisted USCM Commanding Officers. These rights cannot be transferred.&lt;br /&gt;
* &#039;&#039;&#039;Commander:&#039;&#039;&#039; The current Commander of this ship. Anything that mentions the &#039;&#039;&#039;Commander&#039;&#039;&#039; also applies to acting Commanders. These rights are transferable to any new Commander, proceeding down the Chain of Command.&lt;br /&gt;
** In the event of the Commanding Officer deploying, Commander rights are applied to the next in command (aboard the ship), &#039;&#039;&#039;alongside&#039;&#039;&#039; the Commanding Officer.&lt;br /&gt;
* &#039;&#039;&#039;MP:&#039;&#039;&#039; Military police. These rights also include deputized XO’s, SO’s, or Synthetics who are dealing with Marine Law. These rights cannot be transferred.&lt;br /&gt;
* &#039;&#039;&#039;Officer:&#039;&#039;&#039; A person who is commissioned into the USCM and thus Commissioned Officers. These rights cannot be transferred.&lt;br /&gt;
* For all other roles and mentions, a specific person can be appointed if the specific role is not available, but the chain of command should be followed if possible. This also means these rights are transferable. Only the current &#039;&#039;&#039;Commander&#039;&#039;&#039; may appoint people to a new position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charges:&#039;&#039;&#039; Charges are added into an automated computer system, The Jurisdictional Automated System (JAS) decides on a timer depending on the charges selected. The JAS will decide timers fully by itself. For appeals/pardons, see the “Appeal and Pardon” section.&lt;br /&gt;
Brig timers will not exceed 30 minutes unless in the case of a Capital Crime or when crimes are performed while jailed. If a capital crime is committed while jailed the offending person has their time upgraded to the Capital Crime punishment.&lt;br /&gt;
&lt;br /&gt;
Anyone employed on a USCM ship is expected to follow all aspects of ML. This means civilians such as the Corporate Liason have to remain respectful. The CL and CMO are considered to be below the current &#039;&#039;&#039;Commander&#039;&#039;&#039; directly. Doctors and CMO are held to their department standing orders and should not be ordered unless the &#039;&#039;&#039;Commander&#039;&#039;&#039; wills it.&lt;br /&gt;
&lt;br /&gt;
The CMP can only be arrested if approved by the &#039;&#039;&#039;Commander&#039;&#039;&#039; or High Command. Any MP&#039;s can only be arrested if approved by the &#039;&#039;&#039;Commander&#039;&#039;&#039; or CMP. The &#039;&#039;&#039;Commander&#039;&#039;&#039; has the final say.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aiding, abetting, conspiring:&#039;&#039;&#039;Assisting others in committing a crime, directly or indirectly, encouraging them to commit one (including bribery), conspiring or attempting to commit a crime will be treated as having committed that crime with regards to punishment. False witness statements and testimonies also fall under this law.&lt;br /&gt;
&lt;br /&gt;
==Spirit of The Law ==&lt;br /&gt;
The laws written are meant as intended by their spirit and not necessarily exact wording, should MP&#039;s disagree on edge cases the Marine Law rank structure must be followed. High Command &amp;gt; &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; &amp;gt; CMP &amp;gt; Warden &amp;gt; MP &amp;gt; MP Cadet.&lt;br /&gt;
&lt;br /&gt;
==Optional==&lt;br /&gt;
These can be added on to any existing charge as needed.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest or search by a Military Police officer.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Refusing to go through with a legal Search.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Resisting a legal arrest by an MP.&lt;br /&gt;
&lt;br /&gt;
| Completion of the Search&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Aiding and Abetting&lt;br /&gt;
|  &lt;br /&gt;
Assisting others in committing a crime, directly or indirectly, or encouraging them to commit one. &lt;br /&gt;
Any person Aiding and Abetting is required to be told the crimes of the person they aided.&lt;br /&gt;
| Same punishment as the crime committed&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct in Confinement&lt;br /&gt;
|  &lt;br /&gt;
To cause disruption in a significant manner while in Brig and under arrest. This can be added on to any charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This offense stacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Breaking a Minor Law while under arrest or in Prison.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Breaking a Major Law while under arrest or in Prison.&lt;br /&gt;
| 7.5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variable Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minor Punishment&lt;br /&gt;
! Major Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
|  &lt;br /&gt;
Damaging the ship or making any unauthorized modifications to it as outlined in Standard Operating Procedure.&lt;br /&gt;
* Materials for Repairs should be taken from the Maintenance Storages.&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Breaking the law in a minor manner includes breaking a window or damaging a wall etc. &lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Breaking the law in a major manner includes breaking /dismantling walls or several windows.&lt;br /&gt;
| Return ship to its exact previous state or 7.5 Minutes if not possible.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
|  &lt;br /&gt;
Failing to follow a lawful order from a superior person of rank or position. Or disrespecting someone of a higher rank or position that is not an officer.&lt;br /&gt;
&lt;br /&gt;
* Illegal orders do not need to be followed. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* An order which is not personally directed at you. Or disrespecting someone of a higher rank or position that is not an officer.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* An order personally directed at a person in question using either their name or clearly communicating its meant for them.&lt;br /&gt;
| 7.5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Interference&lt;br /&gt;
|  &lt;br /&gt;
Interfering in a legal arrest being performed. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Interfering without ill intent, such as blocking the way or helping someone up.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Interfering with ill intent or in a clear way to hinder the arrest being performed.&lt;br /&gt;
| 7.5 Minutes&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
|  Contraband&lt;br /&gt;
|  Possessing or distributing controlled substances or unauthorized items or weapons as defined in Standard Operating Procedure or impairing, intoxicating or addictive drugs such as Mindbreaker, this does not include custom mixes or dosages of medicinal drugs. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Possessing items or weapons from the Area of Operations not authorized by someone with the position of acting Squad Leader and upwards. &lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Possessing unauthorized items, weapons, or controlled substances from the ship that are not authorized.&lt;br /&gt;
| 7.5 Minutes; Confiscation of contraband items&lt;br /&gt;
| 15 Minutes; Confiscation of contraband items&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Failure to Follow Procedure&lt;br /&gt;
| Failing to follow the regulations found in the [[Standard Operating Procedure]].&lt;br /&gt;
| 10 Minutes; Equipment confiscation&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low-level shenanigans not deserving of more severe punishment. Things such as excessive window knocking, force-feeding other marines or failing to conduct oneself properly during the briefing, such as climbing the Briefing overview. &lt;br /&gt;
| NJP&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area which a person does not have access to at the beginning of the shift or without command/superior approval.&lt;br /&gt;
| Escort out of the unauthorized area or 7.5  minutes.&lt;br /&gt;
|- &lt;br /&gt;
| Intoxication&lt;br /&gt;
| To consume alcohol or other substances such as alcohol or hallucinogenic drugs resulting in impaired job performance.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To take items (or property) from another person or entity without their express permission, or to retain possession of items that have been taken without permission. This includes the removal of vendors from department areas without permission.&lt;br /&gt;
| 10 minutes; item returned to the owner&lt;br /&gt;
|- &lt;br /&gt;
| Disrespecting a superior Officer&lt;br /&gt;
| Using offensive names or being directly disrespectful to a Commissioned Officer of higher rank or position.&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
|Directly and intentionally disrupting primary operations of the ship. Fighting in the RO line, extensively or repeatedly disrupting the briefing. &lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Subterfuge&lt;br /&gt;
|Carrying out objectives or being tied to material that describe planned actions that go against the USCM. Strong proof is required that the individual is working against USCM. &lt;br /&gt;
| 15 Minutes and Termination of ID + Discharge to planet.&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform one’s role to an acceptable standard. For example, a &#039;&#039;&#039;Commander&#039;&#039;&#039; failing to properly organize and ensure his personnel are given orders, failing to follow proper procedure in detriment of one’s duties, or ship crew leaving the ship or their post without authorization from the &#039;&#039;&#039;Commander&#039;&#039;&#039; or their Department Head.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone with ill intent, but without intent to kill.&lt;br /&gt;
| 15 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Prevarication&lt;br /&gt;
| To intentionally order the arrest of a person on false charges who is then found to be innocent, or to apply an improper or abusive NJP. This includes intentionally arresting a person on false charges, on ones own initiative without orders.&lt;br /&gt;
| 20 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone without malicious intent. Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill.&lt;br /&gt;
| 20 Minutes; Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with ill intent and with a lethal weapon such as a sidearm, blade, or rifle but not attempting to murder them.&lt;br /&gt;
| 20 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Illegal Confinement&lt;br /&gt;
| Unlawfully detaining a person against their will. Includes, kidnapping, hostage-taking, and confining people in cells without charging them for a crime. It does not apply to Prisoners of War.&lt;br /&gt;
| 20 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Cruelty to Animals&lt;br /&gt;
| Injuring or killing any domestic animal or wild life with malicious intent. Research monkeys used for chemical research, scientific purposes or hostile wildlife are exempt.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|- &lt;br /&gt;
| Sexual Harassment &lt;br /&gt;
| Unwelcome sexual advances, verbal or physical conduct of a sexual nature. Creating an intimidating, hostile, or offensive work environment from the harassment.&lt;br /&gt;
| 30 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Misuse of Authority&lt;br /&gt;
| The exercising of power to a &#039;&#039;&#039;malicious extent&#039;&#039;&#039; by Military Police or deputized personnel acting as an MP; examples include beating a downed prisoner, excessive use of harmful or non-lethal force, or other abusive actions that led to the harm of a person in custody. Detained suspects should not have more force used on them than necessary in order to pacify them.&lt;br /&gt;
Force may be used against retaliating or escaping parties only to the point where they are sufficiently pacified.&lt;br /&gt;
| 20 Minutes&lt;br /&gt;
|-&lt;br /&gt;
| Unauthorised Deployment&lt;br /&gt;
| To deploy into the area of operations without permission of the relevant head of department or &#039;&#039;&#039;Commander&#039;&#039;&#039; where appropriate whilst still performing assigned duties. (I.E A doctor deploying without permission, with the intentions to perform field surgery.) Deploying &#039;&#039;&#039;without&#039;&#039;&#039; intent to perform assigned duties remains desertion.&lt;br /&gt;
* The relevant Head of Department or the &#039;&#039;&#039;Commander&#039;&#039;&#039; where appropriate may retroactively authorize deployment. The &#039;&#039;&#039;Commander&#039;&#039;&#039; may overrule the Head of Department.&lt;br /&gt;
* The relevant Head of Department or the &#039;&#039;&#039;Commander&#039;&#039;&#039; may designate an alternate person to deploy in the stead of an unauthorized person, in which case MPs should coordinate with the designated person to reduce disruption in the field.&lt;br /&gt;
** The maximum delay for this period is five minutes,&lt;br /&gt;
| 10 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, assist in an escape, attempt escape, or be willfully and knowingly broken out from your cell.&lt;br /&gt;
&lt;br /&gt;
* This takes precedence over “Unruly Prisoner.”&lt;br /&gt;
&lt;br /&gt;
| Execution Or Permanent Confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Insanity&lt;br /&gt;
| Acting in such a manner which makes the offender not sound clear of mind. The person in the position of CMO or Synthetic can declare insanity on a Marine if the Marine is believed to not be of sound mind.&lt;br /&gt;
&lt;br /&gt;
The Marine, once cleared to be of sound mind, may be released from this particular charge. &lt;br /&gt;
&lt;br /&gt;
* Persons jailed for insanity may not be executed for that sole charge by itself and should not be counted for execution purposes. &lt;br /&gt;
| Permanent Confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Attempted Murder&lt;br /&gt;
| Attempting to murder a person but failing to do so. If the evidence shows that the arrested person was clearly trying to kill someone with ill intent but failed in the action itself.&lt;br /&gt;
| Execution Or Permanent Confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone with malicious intent. This includes Synthetic units. The charge applies even if the victim is later revived. Executions are only authorized as outlined in the Execution Procedure.&lt;br /&gt;
| Execution Or Permanent confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Sedition&lt;br /&gt;
| To engage in actions or refuse to follow orders as to overthrow or usurp the legitimate command structure. Creating a massive threat to the ship without the knowledge and approval of the &#039;&#039;&#039;Commander&#039;&#039;&#039; falls under sedition. &lt;br /&gt;
| Execution Or Permanent confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Desertion&lt;br /&gt;
| Refusing to carry out the duties essential to one’s post or abandoning post unauthorized, without intent to return. (Retreating from the planet when the FOB is breached is not Desertion, refusing to return when ordered is).&lt;br /&gt;
| Execution Or Permanent confinement - Demotion&lt;br /&gt;
|- &lt;br /&gt;
| Crimes against Humanity&lt;br /&gt;
| To engage in actions that violate human rights or otherwise are heinous acts against humans. Examples are torture, cannibalism and forced infection with Xenomorph larva. &lt;br /&gt;
| Execution Or Permanent confinement - Demotion&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*Note: this list is not comprehensive of all things that would violate the law. Doing so would be impossible and require an inordinate amount of time. Something that would obviously be a serious crime in the United States, e.g. Cannibalism, is still a violation of Marine Law. Clarifications are subject to situations arising.&lt;br /&gt;
&lt;br /&gt;
==Non-Judicial Punishments (NJPs)==&lt;br /&gt;
For Minor Crimes, MP’s or SEA may administer a Non-Judicial Punishment instead of an arrest or brig sentence. NJPs may not be issued to someone they wouldn&#039;t otherwise be able to arrest. This would be the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;, CMP, MP, SEA, and so forth. If a person refuses an NJP they are to serve the original charge or a 10 minute brig sentence if none exists. Accepting the NJP requires waiving the right to appeal.&lt;br /&gt;
&lt;br /&gt;
NJP&#039;s can be given to people in a cell at any point in time unless the &#039;&#039;&#039;total&#039;&#039;&#039; sentence they are serving is &#039;&#039;&#039;above&#039;&#039;&#039; 10 Minutes or a major crime.  The decision to offer a NJP cannot be overruled by someone higher on the mp ranking structure. &lt;br /&gt;
* The NJP can not take longer then the remaining time on their timer.&lt;br /&gt;
* This does not include NJPs that would be applicable to &#039;&#039;new&#039;&#039; charges.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Further Information: ===&lt;br /&gt;
This may range from reprimands or PT to extra duties or reassignment to a new post, but may not be a risk to the marine’s health. The time on an NJP can not last more than the brig timer would be, and can at maximum last 10 Minutes if there is not a specified brig timer.&lt;br /&gt;
&lt;br /&gt;
All punishment-related orders to perform tasks outside a marine&#039;s assigned duties are considered NJPs and require the subject to have committed a named criminal offense to be issued; the exception is the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;’s NJP directive. Failure to comply with the non-judicial punishment will result in a resisting arrest charge in addition to the original sentence, failing to complete the NJP is not a failure to comply so long as a legitimate attempt is made.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Military Police and Lawbreaking ==&lt;br /&gt;
Breaking Marine Law as a member of the Military Police is a serious offence, and carries a serious consequence.&lt;br /&gt;
Should a member of the Military Police be arrested for breaking Marine Law;&lt;br /&gt;
* They are to be charged with Neglect of Duty as an additional charge, however this does not upgrade a minor crime.&lt;br /&gt;
* Should their appeal or pardon be denied, they are to be removed from service as law enforcement.&lt;br /&gt;
** For Minor Crimes, demotion is subject to the wishes of the Chief MP, or the &#039;&#039;&#039;Commander&#039;&#039;&#039; in their absence, and their decision cannot be altered.&lt;br /&gt;
** Enlisted are to serve in squad roles or other assignments aboard the ship, subject to relevant Heads of Departments granting permission, or direct assignment by the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;.&lt;br /&gt;
** Officers are to serve in the CIC unless dismissed by the &#039;&#039;&#039;Commander&#039;&#039;&#039; to find duties elsewhere.&lt;br /&gt;
&lt;br /&gt;
=Application=&lt;br /&gt;
The UCMJ applies to all personnel in the vicinity of a USCM Operation or onboard a USCM ship; this includes the &#039;&#039;&#039;Commander&#039;&#039;&#039;, Chief MP, UPP, Freelancers, PMC&#039;s, other factions and organizations. The only exceptions are specially dispatched officials from &#039;&#039;&#039;High Command&#039;&#039;&#039; or the &#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039; and &#039;&#039;Diplomatically Immune&#039;&#039; Company Executives (not the onboard Liaison). Riot MP ERT’s are also required to follow Marine law as a regular MP.&lt;br /&gt;
** Unless stated otherwise, it can be presumed that a USCM Flag Officer (O7 or above) is immune to Marine Law, though may still be faxed about should they commit a crime.&lt;br /&gt;
* On USCM ships and operations, the law is enforced by the MPs and Chief MP, and they operate independently from the normal command structure ONLY in matters related to the enforcement of the Law.&lt;br /&gt;
* The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; Of the Almayer has the final say on law enforcement within his operational area unless overseen by higher officials of the Provost Marshal Office or High Command.&lt;br /&gt;
* The Chief MP is the second highest authority in law enforcement, above even the Executive Officer. While he may perform arrests, it is his duty to administer the brig, ensure records are updated, timers are properly set, the procedure is observed, and to review cases and evidence.&lt;br /&gt;
* Military Police may, at their discretion, ignore Minor Crimes unless they are ordered to enforce one. However, they should never break Marine Law themselves - Minor or Major crimes.&lt;br /&gt;
** If the life and limb of a ship&#039;s crew or other personnel are at risk in a situation, personnel may act in a manner reasonable to preserve them even if such action would otherwise violate marine law. &lt;br /&gt;
*** Gaining entry to a room the person normally has no access to due to a person&#039;s life is in danger - for example. &lt;br /&gt;
*** Breaking a window, door, or wall where there is a clear belief a person is either dying or mortally wounded on the other side - for example. &lt;br /&gt;
** Abuse of this may be met with High Command interference ranging from Execution to payment docking.&lt;br /&gt;
&lt;br /&gt;
=Lawful Orders=&lt;br /&gt;
Personnell are required to follow all lawful orders from their superiors and are &#039;&#039;&#039;NOT-required&#039;&#039;&#039; to follow &#039;&#039;&#039;unlawful&#039;&#039;&#039; orders. &lt;br /&gt;
* If personnell refuses to follow the order, the personnell must state why they believe it would break Marine Law.&lt;br /&gt;
&lt;br /&gt;
Unlawful orders are those orders that, when carried out, would result in a breach of Marine Law. &lt;br /&gt;
Giving an unlawful order with ill intent or one that is carried out will see the person who gave the order be given the same punishment as the personnell who carried it out.&lt;br /&gt;
Orders meant as punishment that would cause personnell to have to Neglect their Duties (such as “go stand here for ten minutes” or “run three laps around the hangar”) are also unlawful unless applied as NJPs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Officer Requested Arrests=&lt;br /&gt;
Should a Commissioned Officer &#039;&#039;&#039;order&#039;&#039;&#039; an arrest for a crime, MPs &#039;&#039;&#039;MUST&#039;&#039;&#039; arrest that person. Only the &#039;&#039;&#039;Commander&#039;&#039;&#039; and CMP can order an arrest on an MP. They may arrest and hold that person for ten minutes after they have reached the brig while they gather evidence. Should the suspect be declared innocent of all accused crimes, the requesting officer may incur a Prevarication charge. The time for any crimes the suspect committed as a result of the arrest must still be served, however.&lt;br /&gt;
The CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039; may order an arrested marine to get an NJP instead of a brig timer for Minor crimes. Should the marine already have been given the option for an NJP but refused to do it, they may not get the chance for another NJP in regard to those charges.&lt;br /&gt;
An officer must clearly communicate that he wishes the criminal arrested, for the arrest to be compulsory.&lt;br /&gt;
Any Commissioned Officer who explicitly orders the arrest of a person or persons may recind the order up until the detainment of said person or persons.&lt;br /&gt;
&lt;br /&gt;
=Vicarious Prosecution=&lt;br /&gt;
With the exclusion of capital crimes, actions resulting in Neglect of Duty or crimes resulting in grievous bodily harm, the Victim of a perceived crime retains the right to drop charges and request MPs or other prosecuting parties to release the perceived defendant. Continuing with or later arresting the defendant after the Victim drops charges constitutes prevarication, however the defendant may be detained for &#039;&#039;&#039;no longer than five minutes&#039;&#039;&#039; whilst the Provost Office is contacted by MPs for an appeal to arrest.&lt;br /&gt;
If an appeal to arrest is not sent within the five minutes, or a response not received within three minutes of sending it, the defendant must be released else confinement is Illegal.&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedure=&lt;br /&gt;
== Arresting a Suspect ==&lt;br /&gt;
# Inform the Suspect he is under arrest. &lt;br /&gt;
# Take down the Suspect if he resists and securely restrain him.&lt;br /&gt;
# Move the Suspect to the Brig.&lt;br /&gt;
# Inform the Suspect of his Charges before the brig timer starts.&lt;br /&gt;
# Inform the Suspect he may file an appeal should he wish so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lethal Force==&lt;br /&gt;
During emergencies such as mutinies and boardings, or against suspects who have used a lethal weapon against law enforcement or other personnel, the Chief MP or &#039;&#039;&#039;Commander&#039;&#039;&#039; may authorize the use of lethal force. &lt;br /&gt;
If the MP has no non-lethal weaponry, he may use lethals should the suspect be a threat to the crew or ship.The suspect should only be fired upon with lethals until they no longer can present any harm.&lt;br /&gt;
&lt;br /&gt;
* A suspect that has been detained and securely restrained must be kept safe from harm as they are considered to be in MP Custody.  &lt;br /&gt;
* If the CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039; are not responding to hails over comms within a timely fashion or are incapacitated, the MP can use Lethals freely from Code Red and upwards. &lt;br /&gt;
* If non-lethals prove inefficient against the target such as rogue synthetic units, the MP may use lethals from the beginning.&lt;br /&gt;
** The synthethic unit must be given a chance to stand down.&lt;br /&gt;
** The synthethic unit should be repaired and ressurected in a secure spot to serve its sentence once taken down i. It should be released after serving its sentence.&lt;br /&gt;
&lt;br /&gt;
==Field Arrests==&lt;br /&gt;
Arrests are restricted to the FOB, dropships, and secure areas unless in &amp;quot;hot pursuit&amp;quot; - the suspect flees the MP outside the secure area. Should there be hostiles in the vicinity, the MP is required to abort the arrest and move to a secure area. MP&#039;s may travel between secure areas, but may not make arrests during these travels and must make sure the transport back with the arrested person happens safely. Should the Almayer get boarded by a hostile force no arrests should be made unless the person is a danger to the Almayer and or its personnel.&lt;br /&gt;
* This includes Delta Alert (Hijack, or if Self Destruct is Activated).&lt;br /&gt;
In the event of arresting shipside crew who are on authorized field deployments MPs must notify the Head of Department, or aCO in the absence of the relevant department head, and request that a replacement be arranged where possible.&lt;br /&gt;
* A replacement is not mandatory, however MPs must make an effort to arrange one, delaying no more than five minutes for this process.&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
Searches can be performed by the &#039;&#039;&#039;Commander&#039;&#039;&#039; or any Military Police personnel as long as the following procedure is followed. If procedure is not followed it would incur an NoD charge.&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Searches must be approved by the CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039;.&lt;br /&gt;
## If waiting would cause further hazard to the ship or personnel you may gain permission after performing the search.&lt;br /&gt;
## Should an MP witness a crime, then a search can be approved after the arrest.&lt;br /&gt;
# Inform the person you are conducting a search and the reason.&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area, so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items; you may use non-lethal force to restrain them if they don&#039;t comply.&lt;br /&gt;
# If illegal items are found, secure them until the search is complete. Should this be impossible, request that another MP assist you by taking the items to Evidence Storage. If the confiscated items warrant a brig sentence, follow Detainment and Brig procedures; otherwise, release them. Searches do not incur a Prevarication charge.&lt;br /&gt;
# Return items to Requisitions that are no longer needed for evidence.&lt;br /&gt;
&lt;br /&gt;
==Area==&lt;br /&gt;
# Searches must be approved by the CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039;.&lt;br /&gt;
## If waiting would cause further hazard to the ship or personnel you may gain permission after performing the search.&lt;br /&gt;
# Announce your intent to search the area and vacate it of personnel unrelated to the search. If someone responsible for the area is on-site, inform them of the reason.&lt;br /&gt;
# Obtain access to the area, if nobody with access is present, request that properly trained personnel override the door.&lt;br /&gt;
# Search the area for evidence and ensure all evidence is secured.&lt;br /&gt;
# Restore the searched area to its previous state as closely as possible.&lt;br /&gt;
# Reopen the area to normal traffic and take all evidence to the brig for processing.&lt;br /&gt;
# Return items to Requisitions that are no longer needed for evidence.&lt;br /&gt;
&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the prisoner is removed from his cell for ANY REASON, the timer is PAUSED. Time spent outside a cell does NOT count towards time being served for the crime. To properly brig a prisoner verify the following checklist in no particular order:&lt;br /&gt;
&lt;br /&gt;
* Set the charges and print the Prisoners Timer out from JAS.&lt;br /&gt;
* Insert the paper containing their charges into the cell timer panel and activate it.&lt;br /&gt;
* Put them in an orange uniform and shoes.&lt;br /&gt;
* Give them a standard headset.&lt;br /&gt;
* Take their ID off if possible.&lt;br /&gt;
* Bring them inside the cell, buckle them to the bed, flash or stun them and recover your handcuffs, then exit the cell.&lt;br /&gt;
* Search their belonging for contraband and theft.&lt;br /&gt;
* Update their records with their &amp;quot;Prisoner&amp;quot; status, charges, and the time they are serving.&lt;br /&gt;
* Once the timer is over, let them grab their belongings, escort them out of the brig, and set their record status to &amp;quot;Released&amp;quot;.&lt;br /&gt;
If a prisoner is SSD at the end of their sentence, redress them, secure their pouches, and place them in the brig Cryo. If a prisoner has been SSD for over 5 Minutes you may place them in cryo. However, should they return, they must return to serve the remaining time.&lt;br /&gt;
&lt;br /&gt;
=Executions=&lt;br /&gt;
Executions are limited to those prisoners who have committed crimes with execution as a possible punishment or those whose timer exceeds one hour, such as permanent confinement. Executions must be authorized by the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; or &#039;&#039;&#039;BOTH&#039;&#039;&#039; the &#039;&#039;&#039;Commander&#039;&#039;&#039; and the Chief MP if the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; is &#039;&#039;&#039;absent.&#039;&#039;&#039;&lt;br /&gt;
Permanently confined prisoners may be executed at a later date if the Alert Level is Red/Delta Alert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Procedure for Execution:&#039;&#039;&#039;&lt;br /&gt;
* The &#039;&#039;&#039;Commander&#039;&#039;&#039; or Chief MP must make a ship-wide announcement informing the crew of the intent to execute the prisoner, why, and the execution method.&lt;br /&gt;
* Authorized methods of execution are either Firing Squad (handled by MPs and the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;) or Lethal Injection (handled by the CMO).&lt;br /&gt;
**Standard issued firearms such as rifles, sidearms, or shotguns shall only be used. No explosives or any weapons that could be considered cruel and unusual. &lt;br /&gt;
** The CMP or &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; can determine if anyone else is allowed in the firing line. This act should be reserved for the victims of the case only. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
During Delta Alert, threats mandating evacuation, or an hostile force is approaching, or onboard the ship, these procedures may be ignored but should otherwise be granted:&lt;br /&gt;
* The Condemned can request a tobacco product, a last food type and a last drink as a final meal. The items should be easily acquirable. &lt;br /&gt;
* The condemned may also request a blindfold for the execution.&lt;br /&gt;
* The Condemned may request a maximum of three people to view their execution from the designated viewing room.&lt;br /&gt;
* The &#039;&#039;&#039;Commander&#039;&#039;&#039; or Chief MP &#039;&#039;&#039;must&#039;&#039;&#039; be present at the execution.&lt;br /&gt;
* The Condemned MUST be given a chance to give any final words, after that the execution may proceed. The condemned may use the radio for this even if their radio was taken for abuse. &lt;br /&gt;
** If any of these take more than two minutes in total, the execution may proceed.&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have. With the exception of Access to a Radio, they can NOT be denied, except in an extreme situation and only then with authorization from the Chief MP or &#039;&#039;&#039;Commander&#039;&#039;&#039;. Prisoners can fax High Command to have their rights be given back or inform of malpractice. &lt;br /&gt;
&lt;br /&gt;
== The Courtyard aka Common Space ==&lt;br /&gt;
All prisoners are allowed to enter the common space / courtyard by default, exception to this are permabrigged prisoners. This right can be lost in the following scenarios.&lt;br /&gt;
* Permabrigged prisoners can be given access to the courtyard/common space with an escort as a reward for good behavior. &lt;br /&gt;
* Mutiny, Riots, or Emergency Situations removes this right.&lt;br /&gt;
* Active jailbreak attempts removes this right.&lt;br /&gt;
* Should a prisoner commit a law break while in brig this right is lost. The right can be given back by the CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Protection and Medical Treatment==&lt;br /&gt;
All prisoners must be kept safe and unharmed, to this end, as long as there are prisoners in the brig, an MP or the Chief MP must remain in the brig at all times except if the only prisoners have been placed in permanent confinement or there is an Emergency Situation. Treatment should take place inside the brig when possible.&lt;br /&gt;
* It is the arresting MP’s duty to make sure there is one person in the brig at all times to watch the prisoner.&lt;br /&gt;
* The Surgical Tray is to remain within the brig at all times unless on Red/Delta Alert.&lt;br /&gt;
If not, an MP must escort the prisoner to the infirmary and watch over them at all times while they are treated. Self-harm may result in being straitjacketed for the duration of the sentence.&lt;br /&gt;
&lt;br /&gt;
==Access to a Radio==&lt;br /&gt;
Unless the prisoner has abused the radio (such as spamming it for help after being asked to stop), they are authorized a standard headset. If any MP believes that it is being abused, this right can be denied after a warning has been given on what is considered abuse and giving the Prisoner a chance to stop.&lt;br /&gt;
* Prisoners may request an appeal as much as they want.&lt;br /&gt;
* Prisoners can be denied a radio if a mutiny is ongoing, but only until the mutiny is over.&lt;br /&gt;
&lt;br /&gt;
= Right to appeal =&lt;br /&gt;
An appeal is the process in which a case is reviewed by a higher authority. Appeals function as a process for error correction, but they may not be used to add on new charges or punishments after a brig timer has been set.&lt;br /&gt;
==Appeal Sentence in a timely manner==&lt;br /&gt;
# Anyone under the jurisdiction of Marine Law has the right to appeal their punishment to their choice of the CMP or the &#039;&#039;&#039;Commander&#039;&#039;&#039;, who can both designate someone else to handle it in their place. Should either be involved, they must designate an uninvolved mp or uninvolved commissioned officer. &lt;br /&gt;
# The one handling the appeal has final say. In general, witnesses/victims, anyone ordering the arrest, choosing the charges, or picking the time of a prisoner of a crime should not be doing the appeal. &lt;br /&gt;
# The person who handles the appeal can establish a charge as valid, modify a charge to a lower charge, reduce the punishment for a charge up to the minimum punishment, and remove a charge that the prisoner is found innocent for. &lt;br /&gt;
# A charge cannot be removed if the prisoner is guilty.&lt;br /&gt;
# Should an appeal not be started within 10 Minutes, or 30 Minutes for people permanently brigged after a request of it has been made. The prisoner is to be released.&lt;br /&gt;
## It must be clearly communicated to either an MP, the CMP or &#039;&#039;&#039;Commander&#039;&#039;&#039;. Should the person recieving the request for an appeal fail to take appropiate action on it they are to be given a NoD charge.&lt;br /&gt;
# Appeals must be handled before Executions, Demotions and NJP&#039;s. Appealing personnel will have their brig timers (if any) set and running while the appeal is concluded.&lt;br /&gt;
# Appeals can not influence other punishments.A marine may be placed in holding awaiting their appeal if it carries no brig sentence.&lt;br /&gt;
&lt;br /&gt;
== Suspending Appeals ==&lt;br /&gt;
During Delta Alert, threats mandating evacuation, or an hostile force is approaching, or onboard the ship, riots or jailbreaks, appeal rights become suspended. Appeals may be postponed in these situations as well.&lt;br /&gt;
* The marine needs medical treatment and is not conscious.&lt;br /&gt;
* There is another appeal that was requested before this appeal.&lt;br /&gt;
* The marine has escaped and is unreachable in person.&lt;br /&gt;
&lt;br /&gt;
Examples of invalid reasons to postpone appeals.&lt;br /&gt;
* The &#039;&#039;&#039;Commander&#039;&#039;&#039; and CMP are busy doing other tasks.&lt;br /&gt;
* The prisoner is ruled to be insane.&lt;br /&gt;
&lt;br /&gt;
=== Proper Appeal procedure ===&lt;br /&gt;
To ensure appeals are done properly, the following set of procedure is to be followed.&lt;br /&gt;
* All charges should be listed one by one by with the punishment the prisoner got for each charge listed as well.This may be done by any MP, or person handling the appeal.&lt;br /&gt;
* Appeals are done in person. They cannot be done through remote communication. This only counts for the person handling the appeal and not for witnesses.&lt;br /&gt;
* The appeal handles the crimes as listed towards the accused. If charges were applied incorrectly they must be removed. Appeals can not add on new charges or punishments after a brig timer has been set. &#039;&#039;&#039;Even if the wrong charges were applied through a procedural mistake.&#039;&#039;&#039;&lt;br /&gt;
* The outcome of the appeal should be decided on individual charges. One should not give a general reply on the entire appeal. One must give the outcome per charge. When the appeal is done the punishment should be the punishment for the remaining charges.&lt;br /&gt;
* The person handling the appeal is the one who decides the outcome. They cannot be ordered or forced to handle an appeal a certain way.&lt;br /&gt;
* The person handling the appeal cannot be retaliated against in any way by anyone for either handling the appeal or the outcome of the appeal.&lt;br /&gt;
** Exception being a neglect of duty charge if the appeals procedure was not followed correctly.&lt;br /&gt;
&lt;br /&gt;
=== Appeals checklist ===&lt;br /&gt;
The following checklist is recommended for the appeal.&lt;br /&gt;
# Are you there in person with the accused?&lt;br /&gt;
# Have the charges and their punishments been stated?&lt;br /&gt;
# Did you check the story of the accuser(s)?&lt;br /&gt;
# Did you check the story of any witnesses?&lt;br /&gt;
# Did you check the story of the accused?&lt;br /&gt;
# Did you check any extra evidence?&lt;br /&gt;
# Did you check if the evidence supports the charges? And the stories?&lt;br /&gt;
# Have you handled mitigating circumstances?&lt;br /&gt;
# Have you decided on the appeal?&lt;br /&gt;
# Have you informed the accused of your decision on a per charge basis?&lt;br /&gt;
# Did you adjust the punishment of the accused?&lt;br /&gt;
# Have you informed the prisoner of their right to fax HC for an additional appeal?&lt;br /&gt;
&lt;br /&gt;
=== Appeals to Provost Office ===&lt;br /&gt;
An alternative to a normal appeal is an appeal to high command, this is an extra appeal a prisoner may do after having their appeal denied. If the prisoner is to be set up for execution, the Provost Office has 10 Minutes to send a reply back. Should no reply arrive within the given time-frame, the execution may commence. It may also be used in stay of a standard appeal, however should the prior time-frame expire, the appeal is still considered denied. When this right is invoked, this grants the prisoner the right to a pen and a paper to write a fax with to the Provost Office. If the prisoner has to be restrained due to, for example, self-harm, they have the right to dictate the fax but should not have their restraints removed. This fax, once written has to be faxed as soon as possible. &#039;&#039;&#039;During Delta Alert, threats mandating evacuation, or an hostile force is approaching, or onboard the ship this right may be denied.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
==Medical Experiments==&lt;br /&gt;
An individual may waive their rights in order to participate in a medical experiment. Researchers performing approved medical experiments may not be held liable for harm inflicted on the subject within the approved parameters of the experiment. All experiments require the signed approval of either the &#039;&#039;&#039;Commander&#039;&#039;&#039; or Chief Medical Officer.&lt;br /&gt;
* Prisoners can request to be used for medical experiments as a subject. The prisoner’s timer continues to run while they are being used as a medical experiment. &lt;br /&gt;
* Should the Prisoner’s timer be concluded while undergoing a medical experiment, they are free to go and are no longer obligated to continue the experiment.&lt;br /&gt;
&lt;br /&gt;
==Insanity==&lt;br /&gt;
Unsoundness of mind or lack of the ability to understand that prevents one from having the mental capacity required by law to perform one&#039;s required duties or tasks. Insanity can only be declared by the CMO or Synthetic. The Synthetic can not be forced to declare someone insane.&lt;br /&gt;
&lt;br /&gt;
==Mutinies and arresting the Commander==&lt;br /&gt;
Attempting to overthrow legitimate command staff is obviously illegal, and MPs must do everything in their power to prevent it. MPs must contact High Command for approval and get approval before taking any action against the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;. If there is no &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;, the &#039;&#039;&#039;Commander&#039;&#039;&#039; of the operation may be arrested, but High Command must be notified after the fact through fax.&lt;br /&gt;
&lt;br /&gt;
Should a mutiny be successful and the &#039;&#039;&#039;Commander&#039;&#039;&#039; is deposed or surrenders, MPs should hold the deposed person in confinement if their freedom would reignite the conflict.&lt;br /&gt;
&lt;br /&gt;
==Self-Defense and the Defense of Others==&lt;br /&gt;
Criminal charges are not to be applied to those who use force on others when defending themselves from illegal use of force, so long as they defend themselves with proportional force. This right extends to the defense of others, should there be a reason to believe they are in lethal danger. This provision does not apply to lawful killings such as executions.&lt;br /&gt;
* Proportional Force&lt;br /&gt;
** Punching against being punched.&lt;br /&gt;
** Melee weapons against melee weapons.&lt;br /&gt;
** Guns against guns.&lt;br /&gt;
** The person defending should only return with lethal force until the other person is unable to attack the defendant. &lt;br /&gt;
*** The defendant should notify MP’s or his command about the use of self-defense.&lt;br /&gt;
* The person being attacked should also look to get away from the other attacker if possible, and alert the MP’s.&lt;br /&gt;
&lt;br /&gt;
== Emergency Situations ==&lt;br /&gt;
In emergency situations such as a significant boarding action or a compromised brig imprisoned personnel may be released by the CMP if they have reason to believe they will not be a threat or hindrance to USCM personnel during the course of the emergency, particularly so if they consistently displayed good behavior. &lt;br /&gt;
If the imprisoned personnel are denied the release or are clearly too dangerous or detrimental to the survival of the USS Almayer’s crew if released, they are to be either escorted to an escape pod while in the custody of a commissioned officer or MP charged with maintaining their safety. A normal Red Alert is not sufficient reason for a release unless the ship is being overrun by a large hostile force.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Synthetic Units and Marine Law. =&lt;br /&gt;
== The Almayer Synthetics ==&lt;br /&gt;
The Almayer Synthetics are coded to not be able to break Marine Law and can, therefore, not be arrested unless High Command has approved their arrest beforehand through a fax. The synthetic units are also granted the same rights and privileges as a regular marine. &lt;br /&gt;
* If any MP believes the Synthetic unit has broken Marine Law, this should be faxed to High Command and taken up to the Synthetic Council. &lt;br /&gt;
* If an officer orders the arrest of a Synthetic, the MP must ignore the order and inform the officer he must fax High Command for them to allow the arrest of the synthetic.&lt;br /&gt;
* Any other synthetic units not directly a part of the USCM does not have this arrest immunity.&lt;br /&gt;
&lt;br /&gt;
== Survivor Synthetics ==&lt;br /&gt;
* W-Y and the USCM are business partners, and as such, W-Y synths (Colony Synth) are granted similar rights and privileges as the Almayer Synth, but may have their arrest ordered by the &#039;&#039;&#039;Commander&#039;&#039;&#039; or CMP without a need to fax High Command.&lt;br /&gt;
* The Synths are afforded the same rights and protections under the marine law as though they were an Almayer Synth. &lt;br /&gt;
* Survivor Synth’s that act subversive to the USCM (taking highly valuable supplies without request, deconstructing defenses, etc.) can be declared rogue by the CO/XO or current acting &#039;&#039;&#039;Commander&#039;&#039;&#039;. &lt;br /&gt;
** Once declared rogue, the Synth loses any protection it has and may be taken down freely.&lt;br /&gt;
&lt;br /&gt;
=Commanding Officer Provisions=&lt;br /&gt;
==Arrest Immunity==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; is not above Marine Law. However, they may not be arrested without the explicit permission of High Command. Should the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; break Marine Law, High Command may be contacted via fax for permission to arrest the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;. The right to contact High Command may not be denied.&lt;br /&gt;
If the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; has been deposed due to a mutiny, the MPs should hold the deposed &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; in confinement if their freedom would reignite the conflict; once a &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; has been deposed, they lose their arrest immunity and are no longer considered the &#039;&#039;&#039;Commander&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Execution Privileges==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may perform Battlefield Executions. This means they may &#039;&#039;&#039;personally&#039;&#039;&#039; execute anyone under their authority on the ship or Area of Operations without warning or procedure &#039;&#039;&#039;unless in MP Custody&#039;&#039;&#039;, provided their words or actions fulfill one of the following conditions:&lt;br /&gt;
** &#039;&#039;&#039;High Command&#039;&#039;&#039; (Provost Admiralty or USCM General Staff), &#039;&#039;&#039;Fleet Command&#039;&#039;&#039; (CO Council dispatched by staff) and &#039;&#039;Event Characters&#039;&#039; (as defined by the event running admin) inherit the power to Battlefield Execute following normal guidelines.&lt;br /&gt;
* A threat to your command. Credibly attempting to or threatening to undermine your command, or attempting to remove your command through &#039;&#039;&#039;illegal&#039;&#039;&#039; means. (Minor insults, disagreements, or being faxed about to high command is not undermining your command. Countermanding or refusing to follow orders is.)&lt;br /&gt;
* A threat to persons. Credibly threatening and attempting to do harm to the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; or to someone while in the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&#039;s presence.&lt;br /&gt;
* A threat to the ship or operation. Credibly threatening or attempting to do damage to the ship, the USCM, or operation while in the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;’s presence.&lt;br /&gt;
&lt;br /&gt;
Battlefield Executions should not be done in such a way it creates collateral damage or risks involving innocent parties or persons, they should be performed in person and target each individual individually. For example, the Orbital Cannon may not be used for BE&#039;s.&lt;br /&gt;
Upon completion of a battlefield execution, an announcement must be made within a reasonable time explaining why the person was executed and noting their name and position. The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may not Battlefield Execute a person in custody of the MPs (securely restrained or brigged) unless performing a normal execution is not possible (such as during a Delta Alert).&lt;br /&gt;
Additionally, the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may request permission to execute prisoners in ways different from Firing Squad or Lethal Injection to High Command or authorize nonstandard methods of execution in emergencies where the normal procedure is impossible.&lt;br /&gt;
&lt;br /&gt;
== Escort Missions ==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; has two separate escort provisions. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may request up to two MPs to guard the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; planetside, no more may participate. These two MPs are allowed to fight at the frontline with the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;.&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may request any amount of MPs to escort non-combat personnel planetside, however they should avoid the frontline at all costs. This includes escorting a &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; who is not going to fight at the frontline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Should the escorted individual be incapacitated then the escorting MPs are to try and recover the escorted individual&#039;s body. Should this not be possible they are to return shipside. During the escort mission it is required the escorted individual and MPs follow the Escort mission rules written below: &lt;br /&gt;
* Deployed MP’s focus is to keep the escorted individual secure at all times. Not enforce Marine law.&lt;br /&gt;
* MP&#039;s have to remain within line of sight to the escorted individual at all times to the best of their ability.&lt;br /&gt;
** If the escorted individual orders the MP to do something that would put the MP outside line of sight, the MP may not do it.&lt;br /&gt;
* There has to be a minimum amount of MPs left aboard the ship to maintain security. The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; dictates what is needed to maintain security but the bare minimum is a single MP. If the ship&#039;s security is not maintained the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&#039;s decision may be reviewed by the Provost Office. The CMP must always remain onboard and can be counted as the needed MP for Escort missions.&lt;br /&gt;
&lt;br /&gt;
== Pardons ==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may exceptionally pardon criminals by name, and which crimes they are being pardoned for if they believe it is in the best interests of the operation. Only Minor and Major crimes may be pardoned. &lt;br /&gt;
Capital offenders may not be pardoned except in special circumstances with the permission of High Command. The Chief MP or, in their absence, an MP may appeal pardons to High Command via fax. The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may be held responsible for further criminal actions committed by those they pardon, and should High Command reverse the decision; they must ensure the condemned return to serve their time without incident.&lt;br /&gt;
Failure to do so may result in removal and arrest at the discretion of High Command. If any MP thinks the pardon was wrongfully done they should inform High Command about it as well as the CO Council.&lt;br /&gt;
* When anyone of the rank &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; or above performs a pardon, they must know the crimes committed and roughly when they were committed.&lt;br /&gt;
* The person performing the Pardon must announce it, the reason to why they are being pardoned, name of the marine and the crimes the marine was pardoned from. As long as the announcement is made, the &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; does not need to be there for the release itself.&lt;br /&gt;
&lt;br /&gt;
== Demotion Clause ==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may demote or discharge USCM personnel below his position if the personnel have commited a major crime. The demotion should fit with the severity and remain within the department. One can not demote someone from an engineering position to a medical one.&lt;br /&gt;
* This is not the same as a Demotion Punishment for Capital Crimes, or Major Crimes such as Manslaughter, which can be performed by anyone with permission from the subject&#039;s Department Head or the &#039;&#039;&#039;Commander&#039;&#039;&#039; should the subject be a Department Head.&lt;br /&gt;
&lt;br /&gt;
==General Article NJPs==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may issue NJPs at any time should they find a marine’s behavior inappropriate or contrary to good order and conduct and deserving of punishment even if they have not committed a crime as specified in Marine Law, such as for comporting themselves in an unprofessional manner, failing to complete a job in satisfactory conditions or failing to uphold standards of good order.&lt;br /&gt;
&lt;br /&gt;
==Deputizing==&lt;br /&gt;
The &#039;&#039;&#039;Commanding Officer&#039;&#039;&#039; may deputize the Executive Officer, Staff Officers or Synthethic to make arrests and enforce Marine Law should MPs be unavailable or unable to respond in a timely manner. When Deputized, one is required to follow Marine Law like an MP.&lt;br /&gt;
&lt;br /&gt;
=USCM Provost Office=&lt;br /&gt;
==The Provost==&lt;br /&gt;
Members of the USCM Provost Office hold significant weight on how Marine Law is handled in their operational areas. In the event that Marine Law is being mishandled aboard a USCM Vessel or within the AO of a USCM Vessel, USCM High Command may see fit to dispatch a Provost Team. This team may range from an Inspector and their escort visiting the site and laying down the law, or a team of Enforcers showing why breaking the law is a bad idea.&lt;br /&gt;
==Authority==&lt;br /&gt;
* Members of the Provost Office obey only their direct superiors and are not beholden to the Marine Chain of Command.&lt;br /&gt;
* Provost Inspectors and above are the final word on Marine Law in their AO.&lt;br /&gt;
* Provost Advisors do not hold any direct authority themselves, however they are expected to ensure Marine Law is correctly handled.&lt;br /&gt;
* Provost Marshals are not required to follow Marine Law, with the exception of making announcements regarding Battlefield Executions.&lt;br /&gt;
&lt;br /&gt;
===Contact Information===&lt;br /&gt;
&#039;&#039;&#039;Marine Law is Currently handled by Provost Chief Marshal Admiral Claymore Allister&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contact: “Nanu#3012” on the USCM Galactic Discord Server.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=40122</id>
		<title>Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Marine_Law&amp;diff=40122"/>
		<updated>2026-01-15T23:13:31Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;United States Colonial Marines&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;Uniform Code of Military Justice&amp;lt;/big&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;CRITICAL CHANGE: APPEALS MUST BE CONDUCTED VIA APPEAL FORM PR301A&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=Laws and Punishments=&lt;br /&gt;
===== Verbiage: =====&lt;br /&gt;
To ensure clarity within this document, certain terms are used for certain things. Here is a small list to help promote clarification.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer:&#039;&#039;&#039;&amp;lt;/span&amp;gt; A whitelisted USCM Commanding Officer. Anything with the words &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; only applies to Whitelisted USCM Commanding Officers. These rights cannot be transferred.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The current Commander of this ship. Anything that mentions the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; also applies to acting Commanders. These rights are transferable to any new Commander, proceeding down the Chain of Command.&lt;br /&gt;
** In the event of the current &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; deploying, or being rendered &#039;&#039;&#039;temporarily&#039;&#039;&#039; incapable of command; &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; rights (with some exceptions) are also applied to the next in command (so long as they&#039;re still aboard the ship) as &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; &#039;&#039;&#039;alongside&#039;&#039;&#039; the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
** Examples of the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; being &#039;&#039;&#039;temporarily&#039;&#039;&#039; incapable of command &#039;&#039;&#039;of the ship&#039;&#039;&#039;:&lt;br /&gt;
*** Communications are offline for an extended period, or unable to be restored due to extreme danger and &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is missing &amp;amp; unreachable by telephone.&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; deploys into the field.&lt;br /&gt;
** Examples of the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; being permanently incapable, wherein next in command becomes the new &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander.&#039;&#039;&#039;&amp;lt;/span&amp;gt;&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is dead and beyond rescue.&lt;br /&gt;
*** &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is relieved of duty due to arrest or mutiny.&lt;br /&gt;
*** Communications are lost with the field while &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is deployed, and are unlikely to be restored.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer:&#039;&#039;&#039;&amp;lt;/span&amp;gt; The ranking person according to the Chain of Command who, in the absence of the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is nominally in command of the ship. Except where explicitly stated otherwise &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is interchangeable with, and inherits the rights of, &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;: Chief of Military Police. The Chief MP is usually the second highest authority of marine law in the AO. The rights of the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; are not transferrable excepting where specifically also given to the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; as another &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; may be appointed to acting &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police (MP):&amp;lt;/span&amp;gt;&#039;&#039;&#039; Referring to a member of the Military Police department or a commissioned officer who has been deputized. May also refer to Synthetics who are dealing with Marine Law. These rights cannot be transferred.&lt;br /&gt;
* &#039;&#039;&#039;Officer:&#039;&#039;&#039; A person who is commissioned into the USCM and thus Commissioned Officers. These rights cannot be transferred.&lt;br /&gt;
* For all other roles and mentions, a specific person can be appointed if the specific role is not available, but the chain of command should be followed if possible. This also means these rights are transferable. Only the current &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; may appoint people to a new position.&lt;br /&gt;
* &#039;&#039;&#039;Lawful Arrest/Search:&#039;&#039;&#039; A lawful arrest/search is defined as an attempt to arrest/search in accordance with standing procedures where and when appropriate.&lt;br /&gt;
** In cases where wanted personnel flee prior to an announcement of intent to arrest, or otherwise take action that would render verbal indication of intent impossible/unsafe, verbal indication is not necessary but should be concluded after detainment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charges:&#039;&#039;&#039; Charges are added into an automated computer system, The Jurisdictional Automated System (JAS) decides on a timer depending on the charges selected. The JAS will decide timers fully by itself. For appeals/pardons, see the “Appeal and Pardon” section.&lt;br /&gt;
Brig timers will not exceed 30 minutes unless in the case of a Capital Crime or when crimes are performed while jailed. If a capital crime is committed while jailed the offending person has their time upgraded to the Capital Crime punishment.&lt;br /&gt;
&lt;br /&gt;
Anyone employed on a USCM ship is expected to follow all aspects of ML. This means civilians such as the Corporate Liaison or Combat Correspondent have to remain respectful. Civilians are considered to be below the current &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; and, if there is one, the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;, directly.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; can only be arrested if approved by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Any &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; can only be arrested if approved by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;. The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; has the final say.&lt;br /&gt;
** A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is unable to authorise the arrest of an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aiding, abetting, conspiring:&#039;&#039;&#039; Assisting others in committing a crime, directly or indirectly, encouraging them to commit one (including bribery), conspiring or attempting to commit a crime will be treated as having committed that crime with regards to punishment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Marine Law Hierarchy==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Italicised listings refer to specific jobs/positions, instead of rank names.&amp;lt;/sub&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Provost !! Navy !! Marine&lt;br /&gt;
|-&lt;br /&gt;
| Chief Marshal || N/A || N/A &lt;br /&gt;
|-&lt;br /&gt;
| N/A || Chief of Naval Operations || Commandant of Marine Corps&lt;br /&gt;
|-&lt;br /&gt;
| Sector Marshal || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Marshal || Admiral || General&lt;br /&gt;
|-&lt;br /&gt;
| N/A || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| Deputy Marshal || Vice Admiral || Lieutenant General&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Rear Admiral (Upper Half) || Major General&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Chief Inspector&#039;&#039; || Rear Admiral (Lower Half) || Brigadier General&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Inspector&#039;&#039; || N/A || N/A&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Captain/Commodore || Colonel/Senior Colonel&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Team Leader&#039;&#039; || N/A || Lieutenant Colonel/Major&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Enforcer&#039;&#039; || N/A || &#039;&#039;Chief MP&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;Military Warden&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| N/A || N/A || &#039;&#039;Military Police&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|N/A&lt;br /&gt;
|N/A&lt;br /&gt;
|&#039;&#039;Executive Officer&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| N/A || N/A || &#039;&#039;Deputised Officers/Synthetic&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;Provost Advisor&#039;&#039; || N/A || &#039;&#039;Senior Enlisted Advisor&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spirit of The Law ==&lt;br /&gt;
The laws written are meant as intended by their spirit and not necessarily exact wording, should &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; disagree on edge cases the Marine Law rank structure must be followed. &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;gt; &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; &amp;gt; &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Optional==&lt;br /&gt;
These can be added on to any existing charge as needed.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minor Punishment&lt;br /&gt;
! Major Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Arrest&lt;br /&gt;
| To resist a lawful arrest by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;Same&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Resisting Search&lt;br /&gt;
| To resist a lawful search by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
| &amp;lt;u&amp;gt;Completion of the Search&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;5 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Aiding and Abetting&lt;br /&gt;
|  &lt;br /&gt;
Assisting others in committing a crime, directly or indirectly, or encouraging them to commit one. &lt;br /&gt;
Any person Aiding and Abetting is required to be told the crimes of the person they aided.&lt;br /&gt;
| &amp;lt;u&amp;gt;Same punishment as the crime committed&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;Same&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct in Confinement&lt;br /&gt;
|  &lt;br /&gt;
To cause disruption in a significant manner while in Brig and under arrest. This can be added on to any charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This offense stacks.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Breaking a Minor Law while under arrest or in Prison.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Breaking a Major Law while under arrest or in Prison.&lt;br /&gt;
| &amp;lt;u&amp;gt;7.5 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Variable Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Minor Punishment&lt;br /&gt;
! Major Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Damage to Government Property&lt;br /&gt;
|  &lt;br /&gt;
Damaging the ship or making any unauthorized modifications to it as outlined in Standard Operating Procedure.&lt;br /&gt;
* Materials for Repairs should be taken from the Maintenance Storages.&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Breaking the law in a minor manner includes breaking a window or damaging a wall etc. &lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Breaking the law in a major manner includes breaking /dismantling walls or several windows.&lt;br /&gt;
| &amp;lt;u&amp;gt;Return ship to its exact previous state&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;7.5 Minutes &#039;&#039;&#039;if not possible&#039;&#039;&#039;&amp;lt;/u&amp;gt;.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Insubordination&lt;br /&gt;
|  &lt;br /&gt;
Failing to follow a lawful order from a superior person of rank or position. Or disrespecting someone of a higher rank or position that is not an officer.&lt;br /&gt;
&lt;br /&gt;
* Illegal orders do not need to be followed. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* An order which is not personally directed at you. Or disrespecting someone of a higher rank or position that is not an officer.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* An order personally directed at a person in question using either their name or clearly communicating its meant for them.&lt;br /&gt;
| &amp;lt;u&amp;gt;7.5 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Civil Insubordination&lt;br /&gt;
|  &lt;br /&gt;
Failing to follow a lawful order from the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; during an active Military Operation. Additionally applicable for being disrespectful to the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Illegal orders do not need to be followed.&lt;br /&gt;
* Applicable only to Non-USCM personnel.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Failing to follow an order which is not personally directed at a specific person.&lt;br /&gt;
* Disrespecting the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Failing to follow an order personally directed at a person in question using either their name or clearly communicating its meant for them.&lt;br /&gt;
| &amp;lt;u&amp;gt;5 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Interference&lt;br /&gt;
|  &lt;br /&gt;
Interfering in a legal arrest being performed. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Interfering without ill intent, such as blocking the way or helping someone up.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Interfering with ill intent or in a clear way to hinder the arrest being performed.&lt;br /&gt;
| &amp;lt;u&amp;gt;7.5 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|  Contraband&lt;br /&gt;
|  Possessing or distributing controlled substances or unauthorized items or weapons as defined in Standard Operating Procedure or impairing, intoxicating or addictive drugs such as Mindbreaker, this does not include custom mixes or dosages of medicinal drugs. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Possessing items or weapons from the Area of Operations not authorized by someone with the rank of Staff Sergeant (SSGT) and upwards.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Possessing unauthorized items, weapons, or controlled substances from the ship that are not authorized.&lt;br /&gt;
| &amp;lt;u&amp;gt;7.5 Minutes&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;Confiscation of contraband items&amp;lt;/u&amp;gt;&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Minutes&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;Confiscation of contraband items&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unauthorized use of Listening Devices&lt;br /&gt;
|The use of listening devices in violation of Standard Operating Procedures.&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Illegally placing a listening device in a public area such as the gym.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Illegally placing a listening device in a secure area, or area with privacy shutters, such as CIC or the CL&#039;s office.&lt;br /&gt;
* If the listening device is also tied to a foreign government or terror organisation this is additionally considered Subterfuge.&lt;br /&gt;
|&amp;lt;u&amp;gt;7.5 Minutes&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;Confiscation of Listening Device&amp;lt;/u&amp;gt;&lt;br /&gt;
|&amp;lt;u&amp;gt;15 Minutes&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;Confiscation of Listening Device&amp;lt;/u&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Minor Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| class=&amp;quot;sortable&amp;quot; | Failure to Follow Procedure&lt;br /&gt;
| Failing to follow the regulations found in the [[Standard Operating Procedure]].&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Minutes&amp;lt;/u&amp;gt; optionally, &amp;lt;u&amp;gt;Equipment Confiscation&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Hooliganism&lt;br /&gt;
| Behavior that is generally disruptive to the ship and crew that classifies as low-level shenanigans not deserving of more severe punishment. Things such as excessive window knocking, force-feeding other marines or failing to conduct oneself properly during the briefing, such as climbing the Briefing overview. &lt;br /&gt;
| &amp;lt;u&amp;gt;NJP&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Trespassing&lt;br /&gt;
| Unauthorized access of an area which a person does not have access to at the beginning of the shift or without command/superior approval.&lt;br /&gt;
| &amp;lt;u&amp;gt;Escort out of the unauthorized area&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;7.5  minutes.&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Intoxication&lt;br /&gt;
| To consume alcohol or other substances such as alcohol or hallucinogenic drugs resulting in impaired job performance.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Theft&lt;br /&gt;
| To take items (or property) from another person or entity without their express permission, or to retain possession of items that have been taken without permission. This includes the removal of vendors from department areas without permission.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 minutes&amp;lt;/u&amp;gt; and/or &amp;lt;u&amp;gt;item(s) returned to the owner&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Disrespecting a superior Officer&lt;br /&gt;
| Using offensive names or being directly disrespectful to a Commissioned Officer of higher rank or position.&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| False Testimony&lt;br /&gt;
| To intentionally and willingly lie to an MP, or deputized officer, during a criminal investigation with the intent to disrupt said investigation.&lt;br /&gt;
| &amp;lt;u&amp;gt;5 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Major Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Disorderly Conduct&lt;br /&gt;
|Directly and intentionally disrupting primary operations of the ship. Fighting in the RO line, extensively or repeatedly disrupting the briefing. &lt;br /&gt;
| &amp;lt;u&amp;gt;10 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Subterfuge&lt;br /&gt;
|Carrying out objectives or being tied to material that describe planned actions that go against the USCM. Strong proof is required that the individual is working against USCM.&lt;br /&gt;
* A major charge of Unauthorized use of a Listening Device when such a device is also tied to a foreign government or terror organisation is additionally considered Subterfuge.&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Minutes&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;Termination of ID&amp;lt;/u&amp;gt; and &amp;lt;u&amp;gt;Discharge to planet.&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Neglect of duty&lt;br /&gt;
| Failure to perform one’s role to an acceptable standard. For example, a &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; failing to properly organize and ensure their personnel are given orders, failing to follow proper procedure in detriment of one’s duties, or ship crew leaving the ship or their post without authorization from the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or their Department Head.&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Assault&lt;br /&gt;
| To threaten or use physical force against someone with ill intent, but without intent to kill.&lt;br /&gt;
* This includes shoving someone.&lt;br /&gt;
| &amp;lt;u&amp;gt;15 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Prevarication&lt;br /&gt;
| To intentionally order the arrest of a person on false charges who is then found to be innocent, or to apply an improper or abusive NJP. This includes intentionally arresting a person on false charges, on one&#039;s own initiative without orders.&lt;br /&gt;
| &amp;lt;u&amp;gt;20 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Manslaughter&lt;br /&gt;
| Killing someone without malicious intent. Manslaughter may be applied if someone dies as a result of a fight where the intent was not to kill.&lt;br /&gt;
| &amp;lt;u&amp;gt;20 Minutes&amp;lt;/u&amp;gt; and/or &amp;lt;u&amp;gt;Demotion&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Assault with a deadly weapon&lt;br /&gt;
| To threaten or use physical force against someone with ill intent and with a lethal weapon such as a sidearm, blade, or rifle but not attempting to murder them.&lt;br /&gt;
| &amp;lt;u&amp;gt;20 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Illegal Confinement&lt;br /&gt;
| Unlawfully detaining a person against their will. Includes, kidnapping, hostage-taking, and confining people in cells without charging them for a crime. It does not apply to Prisoners of War.&lt;br /&gt;
| &amp;lt;u&amp;gt;20 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Cruelty to Animals&lt;br /&gt;
| Injuring or killing any domestic animal or wild life with malicious intent. Research monkeys used for chemical research, scientific purposes or hostile wildlife are exempt.&lt;br /&gt;
| &amp;lt;u&amp;gt;30 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Sexual Harassment &lt;br /&gt;
| Unwelcome sexual advances, verbal or physical conduct of a sexual nature. Creating an intimidating, hostile, or offensive work environment from the harassment.&lt;br /&gt;
| &amp;lt;u&amp;gt;30 Minutes&amp;lt;/u&amp;gt; and/or &amp;lt;u&amp;gt;Demotion&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Misuse of Authority&lt;br /&gt;
| The exercising of power to a &#039;&#039;&#039;malicious extent&#039;&#039;&#039; by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039;; examples include beating a downed prisoner, excessive use of harmful or non-lethal force, or other abusive actions that led to the harm of a person in custody. Detained suspects should not have more force used on them than necessary in order to pacify them.&lt;br /&gt;
Force may be used against retaliating or escaping parties only to the point where they are sufficiently pacified.&lt;br /&gt;
| &amp;lt;u&amp;gt;20 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Unauthorised Deployment&lt;br /&gt;
| To deploy into the area of operations without permission of the relevant head of department or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; where appropriate whilst still performing assigned duties. (I.E A doctor deploying without permission, with the intentions to perform field surgery.) Deploying &#039;&#039;&#039;without&#039;&#039;&#039; intent to perform assigned duties remains desertion.&lt;br /&gt;
* The relevant Head of Department or the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; where appropriate may retroactively authorize deployment. The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; may overrule the Head of Department on this.&lt;br /&gt;
* The relevant Head of Department or the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; may designate an alternate person to deploy in the stead of an unauthorized person, in which case &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; should coordinate with the designated person to reduce disruption in the field.&lt;br /&gt;
** The maximum delay for this period is five minutes,&lt;br /&gt;
| &amp;lt;u&amp;gt;10 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Capital Crimes==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Jailbreak/Escape&lt;br /&gt;
| To escape, assist in an escape, attempt escape, or be willfully and knowingly broken out from your cell.&lt;br /&gt;
&lt;br /&gt;
* This takes precedence over “Unruly Prisoner.”&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement &amp;amp; Demotion&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;Execution &amp;amp; ID Termination&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Attempted Murder&lt;br /&gt;
| Attempting to murder a person but failing to do so. If the evidence shows that the arrested person was clearly trying to kill someone with ill intent but failed in the action itself.&lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement &amp;amp; Demotion&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;Execution &amp;amp; ID Termination&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Murder or Unauthorized Execution&lt;br /&gt;
| Killing someone with malicious intent. This includes Synthetic units. The charge applies even if the victim is later revived. Executions are only authorized as outlined in the Execution Procedure.&lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement &amp;amp; Demotion&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;Execution &amp;amp; ID Termination&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Sedition&lt;br /&gt;
| To engage in actions or refuse to follow orders as to overthrow or usurp the legitimate command structure.&lt;br /&gt;
&lt;br /&gt;
* Creating a massive threat to the ship without the knowledge and approval of the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; falls under sedition.&lt;br /&gt;
** A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is unable to approve actions that fall under this condition.&lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement &amp;amp; Demotion&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;Execution &amp;amp; ID Termination&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Desertion&lt;br /&gt;
| Refusing to carry out the duties essential to one’s post or abandoning post unauthorized, without intent to return. (Retreating from the planet when the FOB is breached is not Desertion, refusing to return when ordered is).&lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement &amp;amp; Demotion&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;Execution &amp;amp; ID Termination&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Crimes against Humanity&lt;br /&gt;
| To engage in actions that violate human rights or otherwise are heinous acts against humans. Examples are torture, cannibalism and forced infection with Xenomorph larva. &lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement &amp;amp; Demotion&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;Execution &amp;amp; ID Termination&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Precautionary Charges==&lt;br /&gt;
&lt;br /&gt;
* Precautionary charges are used to hold people in confinement indefinitely, however cannot be used to execute them.&lt;br /&gt;
** With the exception of Prisoners of War, people held under Precautionary Charges may still be executed should they be charged with other crimes that would allow it.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Insanity&lt;br /&gt;
| Acting in such a manner which makes the offender not sound of mind. The subject, once cleared to be of sound mind, may be released from this particular charge.&lt;br /&gt;
&lt;br /&gt;
* Only the person in the position of CMO, or the Synthetic can declare insanity on a person who is believed to not be of sound mind.&lt;br /&gt;
* Insanity cannot be appealed through usual channels and must be appealed via psychological review in the same manner by which one would be declared insane in the first place.&lt;br /&gt;
** The sole exception to this is in cases of &#039;&#039;&#039;&amp;lt;u&amp;gt;verified&amp;lt;/u&amp;gt;&#039;&#039;&#039; suicide or attempted suicide, wherein the subject may appeal by, and be charged by, the usual candidates, or to any medical department personnel.&lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Prisoner of War&lt;br /&gt;
| Being a member of a legitimate and recognised faction currently hostile to the USCM.&lt;br /&gt;
&lt;br /&gt;
* Note: UPP personnel are not inherently hostile, and CLF cell members are not considered POWs.&lt;br /&gt;
* POWs &amp;lt;span style=&amp;quot;color:#ff0000&amp;quot;&amp;gt;&#039;&#039;&#039;cannot&#039;&#039;&#039;&amp;lt;/span&amp;gt; be executed, barring exceptional circumstances; such as being an &#039;&#039;&#039;active&#039;&#039;&#039; threat to personnel or civilians.&lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Discretionary Detainment&lt;br /&gt;
| A discretionary charge used by &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;s to detain personnel for any reason - for the safety and benefit of the operation or security.&lt;br /&gt;
&lt;br /&gt;
* The duration of this charge is variable to the discretion of the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; and may be pardoned/lifted at any time by the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* This charge may only be appealed to the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Misuse of this charge by a Whitelisted &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may result in Whitelist Sanctions.&lt;br /&gt;
* Discretionary Detainment does not apply to Civilians.&lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement&amp;lt;/u&amp;gt; (Variable)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Civilian Law==&lt;br /&gt;
In certain instances civilian law may be enforced by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039;, but this should only be for cases when dealing with civilians or laws not mirrored by Marine Law.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;  class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Charge&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Description&lt;br /&gt;
! Punishment&lt;br /&gt;
|- &lt;br /&gt;
| Terror Association&lt;br /&gt;
|&lt;br /&gt;
Being a member of, or providing aid to a member of, a terrorist organisation. &lt;br /&gt;
* Not applicable if the defendant has engaged in terror attacks.&lt;br /&gt;
* Not applicable for execution on its own.&lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement &amp;amp; Demotion&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
|  Terrorism&lt;br /&gt;
|  Conducting terror attacks against the United Americas or its allies.&lt;br /&gt;
* This includes attacks on the armed forces of the UA or its allies in the name of a terrorist organisation.&lt;br /&gt;
* Not applicable if the defendant has &#039;&#039;&#039;&amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt;&#039;&#039;&#039; engaged in terror attacks.&lt;br /&gt;
| &amp;lt;u&amp;gt;Permanent Confinement &amp;amp; Demotion&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;Execution &amp;amp; ID Termination&amp;lt;/u&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| Civil Insubordination&lt;br /&gt;
|  &lt;br /&gt;
Failing to follow a lawful order from the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; during an active Military Operation. Additionally applicable for being disrespectful to the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
* Illegal orders do not need to be followed.&lt;br /&gt;
* Applicable only to Non-USCM personnel.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Minor:&#039;&#039;&#039;&lt;br /&gt;
* Failing to follow an order which is not personally directed at a specific person.&lt;br /&gt;
* Disrespecting the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
 &#039;&#039;&#039;Major:&#039;&#039;&#039;&lt;br /&gt;
* Failing to follow an order personally directed at a person in question using either their name or clearly communicating its meant for them.&lt;br /&gt;
| &amp;lt;u&amp;gt;5 Minutes&amp;lt;/u&amp;gt; or &amp;lt;u&amp;gt;10 Minutes&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Black Marketeering&lt;br /&gt;
|Illegally procuring or selling restricted products, excluding firearms or explosives.&lt;br /&gt;
&lt;br /&gt;
* Prosecution of this charge is subject to Civil Authorities, and not &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
|&amp;lt;u&amp;gt;7.5 Minutes &amp;amp; Confiscation of Contraband&amp;lt;/u&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Arms Dealing&lt;br /&gt;
|Illegally procuring or selling firearms or explosives.&lt;br /&gt;
&lt;br /&gt;
* Prosecution of this charge is subject to Civil Authorities, and not &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
|&amp;lt;u&amp;gt;15 Minutes &amp;amp; Confiscation of Contraband&amp;lt;/u&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
*Note: this list is not comprehensive of all things that would violate the law. Doing so would be impossible and require an inordinate amount of time. Something that would obviously be a serious crime in the United States, e.g. Cannibalism, is still a violation of Marine Law. Clarifications are subject to situations arising.&lt;br /&gt;
*On Threats to break Marine Law: Threatening to commit a Major or Capital offence such as Assault or Murder may be charged as breaking the law so long as there exists a reasonable expectation and capability that the law will be broken.&lt;br /&gt;
**A marine running around the ship with a rifle can plausibly threaten to murder someone whilst an incarcerated prisoner with no weaponry is far less likely to be able to commit this crime, and as such their threats can &#039;&#039;&#039;usually&#039;&#039;&#039; be considered meaningless.&lt;br /&gt;
***Previous crimes or actions may be taken into account when considering if a threat is plausible or &amp;quot;bravado&amp;quot;.&lt;br /&gt;
**In cases of threats to murder, all charges are to be treated as Attempted Murder, and not successful Murder.&lt;br /&gt;
&lt;br /&gt;
==Non-Judicial Punishments (NJPs)==&lt;br /&gt;
For Minor Crimes, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; or SEA may administer a Non-Judicial Punishment instead of an arrest or brig sentence. NJPs may not be issued to someone they wouldn&#039;t otherwise be able to arrest. This would be the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039;, SEA, and so forth. If a person refuses an NJP they are to serve the original charge or a 10 minute brig sentence if none exists. &#039;&#039;&#039;Accepting the NJP requires waiving the right to appeal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Failure to comply with an &#039;&#039;&#039;&amp;lt;u&amp;gt;accepted&amp;lt;/u&amp;gt;&#039;&#039;&#039; non-judicial punishment will result in a resisting arrest charge in addition to the original sentence.&lt;br /&gt;
** Failing to complete an NJP does not count as failure to comply so long as a legitimate attempt is made.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;All NJPs are a one-time offer, refusal to take an NJP in lieu of jail time for a charge will prohibit the chance to take an NJP for the same charge later.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The decision to offer, or not offer, an NJP cannot be overruled by someone higher on the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; ranking structure.&lt;br /&gt;
* NJP&#039;s can be given to people in a cell at any point in time unless the &#039;&#039;&#039;total&#039;&#039;&#039; sentence they are serving is &#039;&#039;&#039;above&#039;&#039;&#039; 10 Minutes or a major crime.&lt;br /&gt;
** If an NJP was offered prior to incarceration but was refused, a secondary offer after incarceration cannot be made.&lt;br /&gt;
** Contrary to standard practice, the decision to offer or not offer an NJP to people already incarcerated can be prohibited, on an individual basis, by someone higher up the chain. This must be done pre-emptively however and cannot be done retroactively.&lt;br /&gt;
&lt;br /&gt;
* The NJP can not take longer then the remaining time on their timer.&lt;br /&gt;
* This does not include NJPs that would be applicable to &#039;&#039;new&#039;&#039; charges.&lt;br /&gt;
* In the case of Officer Ordered Arrests, the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; or the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; may elect to enforce an NJP over the initial charge if appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Further Information: ===&lt;br /&gt;
This may range from reprimands or PT to extra duties or reassignment to a new post, but may not be a risk to the marine’s health. The time on an NJP can not last more than the brig timer would be, and can at maximum last 10 Minutes if there is not a specified brig timer.&lt;br /&gt;
&lt;br /&gt;
All punishment-related orders to perform tasks outside a marine&#039;s assigned duties are considered NJPs and require the subject to have committed a named criminal offense to be issued; the exception is the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;’s NJP directive.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Military Police and Lawbreaking ==&lt;br /&gt;
Breaking Marine Law as a member of the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; is a serious offence, and carries a serious consequence.&lt;br /&gt;
Should a member of the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; be arrested for breaking Marine Law;&lt;br /&gt;
* They are to be charged with Neglect of Duty as an additional charge, however this does not upgrade a minor crime.&lt;br /&gt;
* Should their appeal or pardon be denied, they are to be removed from service as law enforcement.&lt;br /&gt;
** In absence of an appeal or pardon being requested they are to be treated as denied by default.&lt;br /&gt;
** For Minor Crimes, demotion is subject to the wishes of the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, or the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; in their absence, and their decision cannot be altered.&lt;br /&gt;
** Enlisted are to serve in squad roles or other assignments aboard the ship, subject to relevant Heads of Departments granting permission, or direct assignment by the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
** Officers are to serve in the CIC unless dismissed by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; to find duties elsewhere.&lt;br /&gt;
&lt;br /&gt;
=Application=&lt;br /&gt;
The UCMJ applies to all personnel in the vicinity of a USCM Operation or onboard a USCM ship; this includes the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, UPP, Freelancers, PMC&#039;s, other factions and organizations. The only exceptions are specially dispatched officials from &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &#039;&#039;Diplomatically Immune&#039;&#039; Company Executives (not the onboard Liaison). Riot MP ERT’s are also required to follow Marine law as a regular &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
** Unless stated otherwise, it can be presumed that a USCM Flag Officer (O7 or above) is immune to Marine Law, though may still be faxed about should they commit a crime.&lt;br /&gt;
* On USCM ships and operations, the law is enforced by the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; and &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, and they operate independently from the normal command structure ONLY in matters related to the enforcement of the Law.&lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; Of the Almayer has the final say on law enforcement within their operational area unless overseen by higher officials of the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; is the second highest authority in law enforcement, above even the Executive Officer. While they may perform arrests, it is their duty to administer the brig, ensure records are updated, timers are properly set, the procedure is observed, and to review cases and evidence.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; may, at their discretion, ignore Minor Crimes unless they are ordered to enforce one. However, they should never break Marine Law themselves - Minor or Major crimes.&lt;br /&gt;
** &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; cannot be forced to ignore Minor Crimes.&lt;br /&gt;
** &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; breaking the law &#039;&#039;&#039;cannot&#039;&#039;&#039; be ignored.&lt;br /&gt;
&lt;br /&gt;
** If the life and limb of a ship&#039;s crew or other personnel are at risk in a situation, personnel may act in a manner reasonable to preserve them even if such action would otherwise violate marine law.&lt;br /&gt;
** Examples: &lt;br /&gt;
*** Gaining entry to a room the person normally has no access to due to a person&#039;s life is in danger.&lt;br /&gt;
*** Breaking a window, door, or wall where there is a clear belief a person is either dying or mortally wounded on the other side.&lt;br /&gt;
** Abuse of this may be met with &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; interference ranging from Execution to payment docking.&lt;br /&gt;
&lt;br /&gt;
=Lawful Orders=&lt;br /&gt;
Personnel are required to follow all lawful orders from their superiors and are &#039;&#039;&#039;NOT-required&#039;&#039;&#039; to follow &#039;&#039;&#039;unlawful&#039;&#039;&#039; orders. &lt;br /&gt;
* If personnel refuses to follow the order, the personnel must state why they believe it would break Marine Law.&lt;br /&gt;
&lt;br /&gt;
Unlawful orders are those orders that, when carried out, would result in a breach of Marine Law. &lt;br /&gt;
Giving an unlawful order with ill intent or one that is carried out will see the person who gave the order be given the same punishment as the personnel who carried it out.&lt;br /&gt;
Orders meant as punishment that would cause personnel to have to Neglect their Duties (such as “go stand here for ten minutes” or “run three laps around the hangar”) are also unlawful unless applied as NJPs.&lt;br /&gt;
=Officer Ordered Arrests=&lt;br /&gt;
Should a Commissioned Officer &#039;&#039;&#039;order&#039;&#039;&#039; an arrest for a crime, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; &#039;&#039;&#039;MUST&#039;&#039;&#039; arrest that person. Only the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; (and not a &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;) and &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; can order an arrest on an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039;. They may arrest and hold that person for ten minutes after they have reached the brig while they gather evidence. Should the suspect be declared innocent of all accused crimes, the requesting officer may incur a Prevarication charge. The time for any crimes the suspect committed as a result of the arrest must still be served, however. In cases of Officer Ordered Arrests the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; may order an arrested marine to get an NJP instead of a brig timer for Minor crimes. Should the marine already have been given the option for an NJP but refused to do it, they may not get the chance for another NJP in regard to those charges. An officer must clearly communicate that they wish the criminal arrested, for the arrest to be compulsory. Any Commissioned Officer who explicitly orders the arrest of a person or persons may rescind the order up until the detainment of said person or persons.&lt;br /&gt;
&lt;br /&gt;
* An officer cannot order the arrest of someone who is superior in rank to them.&lt;br /&gt;
&lt;br /&gt;
=Vicarious Prosecution=&lt;br /&gt;
With the exclusion of capital crimes, actions resulting in Neglect of Duty or crimes resulting in grievous bodily harm, the Victim of a perceived crime retains the right to drop charges and request &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; or other prosecuting parties to release the perceived defendant. Continuing with or later arresting the defendant after the Victim drops charges constitutes prevarication, however the defendant may be detained for &#039;&#039;&#039;no longer than five minutes&#039;&#039;&#039; whilst the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt; is contacted by &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; for an appeal to arrest.&lt;br /&gt;
If an appeal to arrest is not sent within the five minutes, or a response not received within three minutes of sending it, the defendant must be released else confinement is Illegal.&lt;br /&gt;
&lt;br /&gt;
=Arrest Procedure=&lt;br /&gt;
== Arresting a Suspect ==&lt;br /&gt;
# Inform the Suspect they are under arrest. &lt;br /&gt;
# Take down the Suspect if they resist and securely restrain them.&lt;br /&gt;
# Move the Suspect to the Brig.&lt;br /&gt;
# Inform the Suspect of their Charges before the brig timer starts.&lt;br /&gt;
# Inform the Suspect they may file an appeal should they wish so.&lt;br /&gt;
==Lethal Force==&lt;br /&gt;
During emergencies such as mutinies and boarding, or against suspects who have used a lethal weapon against law enforcement or other personnel, the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; may authorize the use of lethal force. &lt;br /&gt;
&lt;br /&gt;
If an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; has no non-lethal weaponry, they may use lethals should the suspect be a &#039;&#039;&#039;threat to the crew or ship&#039;&#039;&#039;. The suspect should only be fired upon with lethals &#039;&#039;&#039;until they no longer can present any harm&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* A suspect that has been detained and securely restrained must be kept safe from harm as they are considered to be in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; Custody.&lt;br /&gt;
* If the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; are not responding to hails over comms within a timely fashion or are incapacitated, the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; can use Lethals freely while on Code Red or higher.&lt;br /&gt;
* If non-lethals prove inefficient against the target such as rogue synthetic units, the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; may use lethals from the beginning.&lt;br /&gt;
** Lethal force must remain a last resort, and only used against threats to the crew or ship.&lt;br /&gt;
** The synthetic unit must be given a chance to stand down.&lt;br /&gt;
** The synthetic unit should be repaired and resurrected in a secure spot to serve its sentence once taken down. It should be released after serving its sentence.&lt;br /&gt;
&lt;br /&gt;
==Field Arrests==&lt;br /&gt;
Arrests are restricted to the FOB, dropships, and secure areas unless in &amp;quot;hot pursuit&amp;quot; - the suspect flees the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; outside the secure area. Should there be hostiles in the vicinity, the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; is required to abort the arrest and move to a secure area. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; may travel between secure areas, but may not make arrests during these travels and must make sure the transport back with the arrested person happens safely. Should the Almayer get boarded by a hostile force no arrests should be made unless the person is a danger to the Almayer and or its personnel.&lt;br /&gt;
* This includes Delta Alert (Hijack, or if Self Destruct is Activated).&lt;br /&gt;
In the event of arresting shipside crew who are on authorized field deployments &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; must notify the Head of Department, or aCO in the absence of the relevant department head, and request that a replacement be arranged where possible.&lt;br /&gt;
* A replacement is not mandatory, however &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; must make an effort to arrange one, delaying no more than five minutes for this process.&lt;br /&gt;
&lt;br /&gt;
=Search Procedure=&lt;br /&gt;
Searches can be performed by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; themselves, or any &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; personnel, as long as the following procedure is followed. If procedure is not followed it would incur an NoD charge.&lt;br /&gt;
==Personnel==&lt;br /&gt;
# Searches must be approved by the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
## If waiting would cause further hazard to the ship or personnel you may gain permission after performing the search.&lt;br /&gt;
## Should an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; witness a crime, then a search can be approved after the arrest.&lt;br /&gt;
# Inform the person you are conducting a search and the reason.&lt;br /&gt;
# If possible, conduct the search in the Brig or an isolated area, so nothing is stolen.&lt;br /&gt;
# Begin the search and confiscate any illegal items; you may use non-lethal force to restrain them if they don&#039;t comply.&lt;br /&gt;
# If illegal items are found, secure them until the search is complete. Should this be impossible, request that another &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; assist you by taking the items to Evidence Storage. If the confiscated items warrant a brig sentence, follow Detainment and Brig procedures; otherwise, release them. Searches do not incur a Prevarication charge.&lt;br /&gt;
# Return items to Requisitions that are no longer needed for evidence.&lt;br /&gt;
&lt;br /&gt;
==Area==&lt;br /&gt;
# Searches must be approved by the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039;, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
## If waiting would cause further hazard to the ship or personnel you may gain permission after performing the search.&lt;br /&gt;
# Announce your intent to search the area and vacate it of personnel unrelated to the search. If someone responsible for the area is on-site, inform them of the reason.&lt;br /&gt;
# Obtain access to the area, if nobody with access is present, request that properly trained personnel override the door.&lt;br /&gt;
# Search the area for evidence and ensure all evidence is secured.&lt;br /&gt;
# Restore the searched area to its previous state as closely as possible.&lt;br /&gt;
# Reopen the area to normal traffic and take all evidence to the brig for processing.&lt;br /&gt;
# Return items to Requisitions that are no longer needed for evidence.&lt;br /&gt;
&lt;br /&gt;
=Detainment and Brig Procedures=&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the prisoner is removed from their cell for ANY REASON, the timer is PAUSED. Time spent outside a cell does NOT count towards time being served for the crime. To properly brig a prisoner verify the following checklist in no particular order:&lt;br /&gt;
** As an exception time spent outside the cell &#039;&#039;&#039;once the timer has started&#039;&#039;&#039; but before processing has concluded does count towards time served.&lt;br /&gt;
&lt;br /&gt;
* Set the charges and print the Prisoners Timer out from JAS.&lt;br /&gt;
* Insert the paper containing their charges into the cell timer panel and activate it.&lt;br /&gt;
* Put them in an orange uniform and shoes.&lt;br /&gt;
* Give them a standard headset.&lt;br /&gt;
* Take their ID off if possible.&lt;br /&gt;
* Bring them inside the cell, buckle them to the bed, flash or stun them and recover your handcuffs, then exit the cell.&lt;br /&gt;
* Search their belonging for contraband and theft.&lt;br /&gt;
* Update their records with their &amp;quot;Prisoner&amp;quot; status, charges, and the time they are serving.&lt;br /&gt;
* Once the timer is over, let them grab their belongings, escort them out of the brig, and set their record status to &amp;quot;Released&amp;quot;.&lt;br /&gt;
If a prisoner is SSD at the end of their sentence, redress them, secure their pouches, and place them in the brig Cryo. If a prisoner has been SSD for over 5 Minutes you may place them in cryo. However, should they return, they must return to serve the remaining time.&lt;br /&gt;
&lt;br /&gt;
= Demotions =&lt;br /&gt;
Demotions are limited to crimes where it is explicitly listed that demotion is a possible consequence. In order for a demotion to be carried out permission must first be gained from the Head of Department responsible for the arrest person(s) or, in the case of the arrest person(s) being Head of Department, the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
A person who has been demoted is moved to a lower position in their department or, if no such position exists, to a rifleman position.&lt;br /&gt;
&lt;br /&gt;
* Riflemen who may be punished by demotion are to be discharged and treated as a civilian passenger.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;Military Police&amp;lt;/span&amp;gt;&#039;&#039;&#039; who are demoted may be placed under any shipside department provided they have the relevant skills, and the permission of the relevant Head of Department.&lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; has a [https://cm-ss13.com/wiki/Marine_Law#Demotion_Clause Special Provision] allowing them to authorise demotions or discharges outside explicitly stated punishments.&lt;br /&gt;
&lt;br /&gt;
=Executions=&lt;br /&gt;
Executions are limited to those prisoners who have committed crimes with execution as a possible punishment or those whose timer exceeds one hour, such as permanent confinement. Executions must be authorized by the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &#039;&#039;&#039;BOTH&#039;&#039;&#039; the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; and the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; (or the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; if there is no &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;) if the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is &#039;&#039;&#039;absent.&#039;&#039;&#039; Permanently confined prisoners may be executed at a later date if the Alert Level is Red/Delta Alert.&lt;br /&gt;
&lt;br /&gt;
* A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is unable to authorize an execution.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;During Delta Alert, threats mandating evacuation, or a hostile force is approaching / onboard the ship, the following procedures may be ignored but should otherwise be granted.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====== Execution Announcement Procedure: ======&lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; must make a ship-wide announcement informing the crew of the intent to execute the prisoner, why, and the execution method.&lt;br /&gt;
* Authorized methods of execution are either Firing Squad (&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; or the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;) or Lethal Injection (handled by the CMO).&lt;br /&gt;
**Standard issued firearms such as rifles, sidearms, or shotguns shall only be used. No explosives or any weapons that could be considered cruel and unusual. &lt;br /&gt;
** The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; or &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; can determine if anyone else is allowed in the firing line. This act should be reserved for the victims of the case only. &lt;br /&gt;
&lt;br /&gt;
====== Execution Conduct Procedure: ======&lt;br /&gt;
* The Condemned can request a tobacco product, a last food type and a last drink as a final meal. The items should be easily acquirable. &lt;br /&gt;
* The Condemned may also request a blindfold for the execution.&lt;br /&gt;
* The Condemned may request a maximum of three people to view their execution from the designated viewing room.&lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; (or &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039; in their absence) &#039;&#039;&#039;must&#039;&#039;&#039; be present at the execution.&lt;br /&gt;
* The Condemned MUST be given a chance to give any final words, after that the execution may proceed. The condemned may use the radio for this even if their radio was taken for abuse. &lt;br /&gt;
** If any of these take more than two minutes in total, the execution may proceed.&lt;br /&gt;
&lt;br /&gt;
=Prisoner Rights=&lt;br /&gt;
The following is a list of basic rights the prisoners have. With the exception of Access to a Radio, they can NOT be denied, except in an extreme situation and only then with authorization from the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039;, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Prisoners can fax &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; to have their rights be given back or inform of malpractice. &lt;br /&gt;
&lt;br /&gt;
== The Courtyard aka Common Space ==&lt;br /&gt;
All prisoners are allowed to enter the common space / courtyard by default, exception to this are permanently brigged prisoners. This right can be lost in the following scenarios.&lt;br /&gt;
* Permanently brigged prisoners can be given access to the courtyard/common space with an escort as a reward for good behavior.&lt;br /&gt;
* Mutiny, Riots, or Emergency Situations removes this right.&lt;br /&gt;
* Active jailbreak attempts removes this right.&lt;br /&gt;
* Should a prisoner commit a law break while in brig this right is lost. The right can be given back by the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039;, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Protection and Medical Treatment==&lt;br /&gt;
All prisoners must be kept safe and unharmed, to this end, as long as there are prisoners in the brig, an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; must remain in the brig at all times except if the only prisoners have been placed in permanent confinement or there is an Emergency Situation. Treatment should take place inside the brig when possible.&lt;br /&gt;
* It is the arresting &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; duty to make sure there is one person in the brig at all times to watch the prisoner.&lt;br /&gt;
* The Surgical Tray is to remain within the brig at all times unless on Red/Delta Alert.&lt;br /&gt;
If not, an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; must escort the prisoner to the infirmary and watch over them at all times while they are treated. Self-harm may result in being straitjacketed for the duration of the sentence.&lt;br /&gt;
&lt;br /&gt;
==Access to a Radio==&lt;br /&gt;
Unless the prisoner has abused the radio (such as spamming it for help after being asked to stop), they are authorized a standard headset. If any &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; believes that it is being abused, this right can be denied after a warning has been given on what is considered abuse and giving the Prisoner a chance to stop.&lt;br /&gt;
* Prisoners may request an appeal as much as they want.&lt;br /&gt;
* Prisoners can be denied a radio if a mutiny is ongoing, but only until the mutiny is over.&lt;br /&gt;
&lt;br /&gt;
= Right to appeal =&lt;br /&gt;
An appeal is the process in which a case is reviewed by a higher authority. Appeals function as a process for error correction, but they may not be used to add on new charges or punishments after a brig timer has been set.&lt;br /&gt;
==Appeal Sentence in a timely manner==&lt;br /&gt;
# Anyone under the jurisdiction of Marine Law has the right to appeal their punishment to their choice of the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;, who can both designate someone else to handle it in their place. Should either be involved, they must designate an uninvolved &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; or uninvolved commissioned officer.&lt;br /&gt;
# The one handling the appeal has final say. In general, witnesses/victims, anyone ordering the arrest, choosing the charges, or picking the time of a prisoner of a crime should not be doing the appeal. &lt;br /&gt;
# The person who handles the appeal can establish a charge as valid, modify a charge to a lower charge, reduce the punishment for a charge up to the minimum punishment, and remove a charge that the prisoner is found innocent for. &lt;br /&gt;
# A charge cannot be removed if the prisoner is guilty.&lt;br /&gt;
# Once a prisoner indicates their wish to appeal they must be provided with the PR301a Appeal Form within 5 minutes. Following completion of this form a new timer of 5 minutes begins within which the designated Appeal Handler must attend and begin the appeal review.&lt;br /&gt;
## It must be clearly communicated to either an MP, the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; that an appeal is requested. Should the person receiving the request for an appeal fail to take appropriate action on it they are to be given a Neglect of Duty charge.&lt;br /&gt;
# Appeals must be handled before Executions, Demotions and NJP&#039;s. Appealing personnel will have their brig timers (if any) set and running while the appeal is concluded.&lt;br /&gt;
# Appeals can not influence other punishments. A marine may be placed in holding awaiting their appeal if it carries no brig sentence.&lt;br /&gt;
&lt;br /&gt;
== Suspending Appeals ==&lt;br /&gt;
During Delta Alert, threats mandating evacuation, or a hostile force is approaching or is onboard the ship, riots or jailbreaks, appeal rights become suspended. Appeals may be postponed in these situations as well.&lt;br /&gt;
* The marine needs medical treatment and is not conscious.&lt;br /&gt;
* There is another appeal that was requested before this appeal.&lt;br /&gt;
* The marine has escaped and is unreachable in person.&lt;br /&gt;
&lt;br /&gt;
Examples of invalid reasons to postpone appeals.&lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; are busy doing other tasks.&lt;br /&gt;
* The prisoner is ruled to be insane.&lt;br /&gt;
&lt;br /&gt;
== Proper Appeal procedure ==&lt;br /&gt;
To ensure appeals are done properly, the following set of procedure is to be followed.&lt;br /&gt;
* All charges should be listed one by one by with the punishment the prisoner got for each charge listed as well. This may be done by any MP, or person handling the appeal.&lt;br /&gt;
* Appeals are done in person. They cannot be done through remote communication. This only counts for the person handling the appeal and not for witnesses.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Appeals &#039;&#039;&#039;MUST&#039;&#039;&#039; be handled via an Appeal Form (PR301a)&amp;lt;/span&amp;gt;&lt;br /&gt;
* The appeal handles the crimes as listed towards the accused. If charges were applied incorrectly they must be removed. Appeals can not add on new charges or punishments after a brig timer has been set. &#039;&#039;&#039;Even if the wrong charges were applied through a procedural mistake.&#039;&#039;&#039;&lt;br /&gt;
* The outcome of the appeal should be decided on individual charges. One should not give a general reply on the entire appeal. One must give the outcome per charge. When the appeal is done the punishment should be the punishment for the remaining charges.&lt;br /&gt;
* The person handling the appeal is the one who decides the outcome. They cannot be ordered or forced to handle an appeal a certain way.&lt;br /&gt;
* The person handling the appeal cannot be retaliated against in any way by anyone for either handling the appeal or the outcome of the appeal.&lt;br /&gt;
** Exception being a neglect of duty charge if the appeals procedure was not followed correctly.&lt;br /&gt;
&lt;br /&gt;
=== Appeals checklist ===&lt;br /&gt;
The following checklist is recommended for the appeal.&lt;br /&gt;
# Are you there in person with the accused?&lt;br /&gt;
# Have the charges and their punishments been stated?&lt;br /&gt;
# Did you check the story of the accuser(s)?&lt;br /&gt;
# Did you check the story of any witnesses?&lt;br /&gt;
# Did you check the story of the accused?&lt;br /&gt;
# Did you check any extra evidence?&lt;br /&gt;
# Did you check if the evidence supports the charges? And the stories?&lt;br /&gt;
# Have you handled mitigating circumstances?&lt;br /&gt;
# Have you decided on the appeal?&lt;br /&gt;
# Have you informed the accused of your decision on a per charge basis?&lt;br /&gt;
# Did you adjust the punishment of the accused?&lt;br /&gt;
# Have you informed the prisoner of their right to fax HC for an additional appeal?&lt;br /&gt;
&lt;br /&gt;
=== Appeals to the Provost ===&lt;br /&gt;
An alternative to a normal appeal is an appeal to &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt;, this is an extra appeal a prisoner may do after having their appeal denied or instead of a standard appeal.&lt;br /&gt;
&lt;br /&gt;
If the prisoner is to be set up for execution, the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt; has 10 Minutes to send a reply back. Should no reply arrive within the given time-frame, the execution may commence.&lt;br /&gt;
* If used instead of a standard appeal, should the prior time-frame expire, the appeal is still considered denied.&lt;br /&gt;
&lt;br /&gt;
When this right is invoked, this grants the prisoner the right to a pen and a paper to write a fax with to the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt;. If the prisoner has to be restrained due to, for example, self-harm, they have the right to dictate the fax but should not have their restraints removed. This fax, once written has to be faxed as soon as possible. &#039;&#039;&#039;During Delta Alert, threats mandating evacuation, or an hostile force is approaching, or onboard the ship this right may be denied.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Special Provisions=&lt;br /&gt;
==Medical Experiments==&lt;br /&gt;
An individual may waive their rights in order to participate in a medical experiment. Researchers performing approved medical experiments may not be held liable for harm inflicted on the subject within the approved parameters of the experiment. All experiments require the signed approval of either the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; (not &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;) or Chief Medical Officer.&lt;br /&gt;
* Prisoners can request to be used for medical experiments as a subject. The prisoner’s timer continues to run while they are being used as a medical experiment. &lt;br /&gt;
* Should the Prisoner’s timer be concluded while undergoing a medical experiment, they are free to go and are no longer obligated to continue the experiment.&lt;br /&gt;
* With the exception of prisoners who&#039;s timer would otherwise allow execution, medical experiments that will result in the death of the prisoner are not legal.&lt;br /&gt;
&lt;br /&gt;
==Insanity==&lt;br /&gt;
Unsoundness of mind or lack of the ability to understand that prevents one from having the mental capacity required by law to perform one&#039;s required duties or tasks. Insanity can only be declared by the CMO or Synthetic. The Synthetic can not be forced to declare someone insane.&lt;br /&gt;
&lt;br /&gt;
* In the absence of a CMO or Synthetic, the Commander or &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;&#039;&#039;&#039;  can appoint an officer of the medical department to perform an evaluation in their stead, however this should be a last resort.&lt;br /&gt;
&lt;br /&gt;
==Mutinies and arresting the Commander==&lt;br /&gt;
Attempting to overthrow legitimate command staff is obviously illegal, and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; must do everything in their power to prevent it. &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; must contact &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; for approval and get approval before taking any action against the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;. If there is no &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;, the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; of the operation may be arrested, but &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; must be notified after the fact through fax.&lt;br /&gt;
&lt;br /&gt;
Should a mutiny be successful and the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; is deposed or surrenders, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; should hold the deposed person in confinement if their freedom would reignite the conflict.&lt;br /&gt;
&lt;br /&gt;
* If the ship is under the care of a &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; during a mutiny they can optionally be skipped over should they be next in line for command.&lt;br /&gt;
&lt;br /&gt;
==Self-Defense and the Defense of Others==&lt;br /&gt;
Criminal charges are not to be applied to those who use force on others when defending themselves from illegal use of force, so long as they defend themselves with proportional force. This right extends to the defense of others, should there be a reason to believe they are in lethal danger. This provision does not apply to lawful killings such as executions.&lt;br /&gt;
* Proportional Force&lt;br /&gt;
** Punching against being punched.&lt;br /&gt;
** Melee weapons against melee weapons.&lt;br /&gt;
** Guns against guns.&lt;br /&gt;
** The person defending should only return with lethal force until the other person is unable to attack the defendant. &lt;br /&gt;
*** The defendant should notify &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; or their command about the use of self-defense.&lt;br /&gt;
* The person being attacked should also look to get away from the other attacker if possible, and alert the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Emergency Situations ==&lt;br /&gt;
In emergency situations such as a significant boarding action or a compromised brig imprisoned personnel who are guilty of, non-violent, minor or major crimes may be released by the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#FA5252&amp;quot;&amp;gt;Military Warden&amp;lt;/span&amp;gt;&#039;&#039;&#039;, or &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; unless they have reason to believe they will be a threat or hindrance to USCM personnel during the course of the emergency. Imprisoned personnel guilty of capital crimes or crimes of a violent nature should not be released unless the situation is deemed severe to the extent any and all hands are required to assist, in these cases prisoners should be assessed on an individual basis to determine if they are safe for release.&lt;br /&gt;
* An individual assessment refers to the review and consideration of an individual&#039;s behavior and crimes rather than a physical assessment face to face.&lt;br /&gt;
&lt;br /&gt;
If a prisoner is denied release or is clearly too dangerous or detrimental to the survival of the USS Almayer’s crew should they be released; they are to be either escorted to an escape pod while in the custody of a commissioned officer or an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; charged with maintaining their safety. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A normal Red Alert is not sufficient reason for a release unless the ship is being overrun by a large hostile force.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Synthetic Units and Marine Law. =&lt;br /&gt;
== The Almayer Synthetics ==&lt;br /&gt;
The Almayer Synthetics are coded to not be able to break Marine Law and can, therefore, not be arrested unless &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; has approved their arrest beforehand through a fax. The synthetic units are also granted the same rights and privileges as a regular marine. &lt;br /&gt;
* If any &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; believes the Synthetic unit has broken Marine Law, this should be faxed to &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; and taken up to the &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&#039;&#039;&#039;Synthetic Council&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &lt;br /&gt;
* If an officer orders the arrest of a Synthetic, the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; must ignore the order and inform the officer they must fax &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; for them to allow the arrest of the synthetic.&lt;br /&gt;
* Any other synthetic units not directly a part of the USCM do not have this arrest immunity.&lt;br /&gt;
&lt;br /&gt;
== Survivor Synthetics ==&lt;br /&gt;
* W-Y and the USCM are business partners, and as such, W-Y synths (Colony Synth) are granted similar rights and privileges as the Almayer Synth, but may have their arrest ordered by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; without a need to fax &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* The Synths are afforded the same rights and protections under the marine law as though they were an Almayer Synth. &lt;br /&gt;
* Survivor Synth’s that act subversive to the USCM (taking highly valuable supplies without request, deconstructing defenses, etc.) can be declared rogue by the CO/XO or current acting &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;. &lt;br /&gt;
** Once declared rogue, the Synth loses any protection it has and may be taken down freely.&lt;br /&gt;
** A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; cannot declare a Synthetic as rogue.&lt;br /&gt;
&lt;br /&gt;
=Command Provisions=&lt;br /&gt;
==Foreword==&lt;br /&gt;
The following provisions are nominally for the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; exclusively, but there are a few exceptions which are clearly noted.&lt;br /&gt;
&lt;br /&gt;
==Arrest Immunity==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is not above Marine Law. However, they may not be arrested without the explicit permission of &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt;. Should the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; break Marine Law, &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt; may be contacted via fax for permission to arrest the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;. The right to contact &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt; may not be denied. If the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; has been deposed due to a mutiny, the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; should hold the deposed &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; in confinement if their freedom would reignite the conflict; once a &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; has been deposed, they lose their arrest immunity and are no longer considered the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Cancelling Arrests ==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may invoke their pardoning authority to cancel the arrest, or warrant of arrest, for a person before they are placed in the ship&#039;s brig. This &amp;quot;arrest cancellation&amp;quot; follows standard procedure in the same way as if a pardon was conducted normally from the ship&#039;s brig.&lt;br /&gt;
&lt;br /&gt;
* They must be announced via the tablet or computer (this can be after the order is given)&lt;br /&gt;
* They are subject to HC appeal.&lt;br /&gt;
* The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; takes full responsibility for the actions of the perpetrator being pardoned.&lt;br /&gt;
* If the person whose arrest was cancelled via pardon reoffends, &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; may request the arrest of the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The following are conditions to exercising this power.&lt;br /&gt;
&lt;br /&gt;
* Arrest cancellations can only be issued if the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is in the same general vicinity as the person who is being arrested.&lt;br /&gt;
** For example, if the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; is on the ground, they may only issue such a pardon to people who are on the ground with them, and vice versa.&lt;br /&gt;
&lt;br /&gt;
* Arrest cancellations may not be used on suspects who are in the process of committing a crime, have resisted or are resisting arrest, or are already interned in the brig (in the latter case, a regular pardon may be used instead).&lt;br /&gt;
* Arrest cancellations may not be used to cancel or prohibit the enforcement of a warrant/order of arrest from &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Demotion Clause ==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may demote or discharge USCM personnel below their position if the personnel have committed a major crime. The demotion should fit with the severity and remain within the department. One can not demote someone from an engineering position to a medical one.&lt;br /&gt;
* This is not the same as the standard [https://cm-ss13.com/wiki/Marine_Law#Demotions Demotion Punishment] from Major/Capital crimes.&lt;br /&gt;
&lt;br /&gt;
==Deputizing==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Commander&#039;&#039;&#039;&amp;lt;/span&amp;gt; (or &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&#039;&#039;&#039;Duty Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;) may deputize any Commissioned Officer, or a Synthetic, to make arrests and enforce Marine Law should &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; be unavailable or unable to respond in a time critical circumstance. Deputized personnel are required to follow Marine Law like an MP and similarly incur Neglect of Duty charges should they break it.&lt;br /&gt;
&lt;br /&gt;
== Escort Missions ==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; has two separate escort provisions. (not to be confused with [https://cm-ss13.com/wiki/Standard_Operating_Procedure#Military_Police_(Non-Modifiable) Military Police SOP] FOB Protection.) Both of these require &#039;&#039;&#039;voluntary&#039;&#039;&#039; involvement by MPs, and are not enforceable. &lt;br /&gt;
&lt;br /&gt;
# The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may request up to two &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; to guard them planet-side, no more may participate. These two &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; are allowed to fight at the frontline with the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
## This provision is shared with the Executive Officer (assuming the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; agrees to allow it) but is not transferrable down the chain of command.&lt;br /&gt;
# The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may request any amount of &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; to escort non-combat personnel planet-side, however they should avoid the frontline at all costs. This includes escorting a &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; who is not going to fight at the frontline.&lt;br /&gt;
&lt;br /&gt;
Should the escorted individual be incapacitated then the escorting &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; are to try and recover the escorted individual&#039;s body. Should this not be possible they are to return shipside. During the escort mission it is required the escorted individual and &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; follow the Escort mission rules written below: &lt;br /&gt;
* The focus of deployed &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; is to keep the escorted individual secure at all times. Not enforce Marine law.&lt;br /&gt;
* &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; have to remain within line of sight to the escorted individual at all times to the best of their ability.&lt;br /&gt;
** If the escorted individual orders the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; to do something that would put the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; outside line of sight, the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; may not do it.&lt;br /&gt;
* There has to be a minimum amount of &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; left aboard the ship to maintain security. The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; dictates what is needed to maintain security but the bare minimum is a single MP. If the ship&#039;s security is not maintained the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;s decision may be reviewed by the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt;. The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; must always remain onboard and can be counted as the needed remaining &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; for Escort missions.&lt;br /&gt;
&lt;br /&gt;
==Execution Privileges==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may perform Battlefield Executions. This means they may &#039;&#039;&#039;personally&#039;&#039;&#039; execute anyone under their authority on the ship or Area of Operations without warning or procedure &#039;&#039;&#039;unless in &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; Custody&#039;&#039;&#039;, provided their words or actions fulfil one of the following conditions:&lt;br /&gt;
* A threat to your command. Credibly attempting to or threatening to undermine your command, or attempting to remove your command through &#039;&#039;&#039;illegal&#039;&#039;&#039; means. (Minor insults, disagreements, or being faxed about to &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; is not undermining your command. Countermanding or refusing to follow orders is.)&lt;br /&gt;
* A threat to persons. Credibly threatening and attempting to do harm to the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; or to someone while in the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;&#039;s presence.&lt;br /&gt;
* A threat to the ship or operation. Credibly threatening or attempting to do damage to the ship, the USCM, or operation while in the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt;’s presence.&lt;br /&gt;
&lt;br /&gt;
Battlefield Executions should not be done in such a way it creates collateral damage or risks involving innocent parties or persons, they should be performed in person and target each individual individually. For example, the Orbital Cannon may not be used for BE&#039;s. Upon completion of a battlefield execution, an announcement must be made within a reasonable time explaining why the person was executed and noting their name and position. The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may not Battlefield Execute a person in custody of the &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MPs&amp;lt;/span&amp;gt;&#039;&#039;&#039; (securely restrained or brigged) unless performing a normal execution is not possible (such as during a Delta Alert).&lt;br /&gt;
Additionally, the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may request permission to execute prisoners in ways different from Firing Squad or Lethal Injection to &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or authorize nonstandard methods of execution in emergencies where the normal procedure is impossible.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshals&#039;&#039;&#039;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:#1A99B8&amp;quot;&amp;gt;&#039;&#039;&#039;Fleet Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; (CO Council dispatched by staff) and &#039;&#039;Event Characters&#039;&#039; (as defined by the event running admin) inherit the power to Battlefield Execute following normal guidelines.&lt;br /&gt;
&lt;br /&gt;
==General Article NJPs==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may issue NJPs at any time should they find a marine’s behavior inappropriate or contrary to good order and conduct and deserving of punishment even if they have not committed a crime as specified in Marine Law, such as for comporting themselves in an unprofessional manner, failing to complete a job in satisfactory conditions or failing to uphold standards of good order.&lt;br /&gt;
&lt;br /&gt;
== Pardons ==&lt;br /&gt;
The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may exceptionally pardon criminals by name, and which crimes they are being pardoned for if they believe it is in the best interests of the operation. Only Minor and Major crimes may be pardoned. &lt;br /&gt;
Capital offenders may not be pardoned except in special circumstances with the permission of &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;. The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Chief MP&#039;&#039;&#039;&amp;lt;/span&amp;gt; or, in their absence, an &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; may appeal pardons to &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; via fax. The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; may be held responsible for further criminal actions committed by those they pardon, and should &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; reverse the decision; they must ensure the condemned return to serve their time without incident.&lt;br /&gt;
Failure to do so may result in removal and arrest at the discretion of &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt;. If any &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:#F28383&amp;quot;&amp;gt;MP&amp;lt;/span&amp;gt;&#039;&#039;&#039; thinks the pardon was wrongfully done they should inform &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; about it as well as the &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&#039;&#039;&#039;CO Council&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
* When anyone of the rank &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; or above performs a pardon, they must know the crimes committed and roughly when they were committed.&lt;br /&gt;
* The person performing the Pardon must announce it, the reason to why they are being pardoned, name of the marine and the crimes the marine was pardoned from. As long as the announcement is made, the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&#039;&#039;&#039;Commanding Officer&#039;&#039;&#039;&amp;lt;/span&amp;gt; does not need to be there for the release itself.&lt;br /&gt;
&lt;br /&gt;
=USCM Provost Marshal Office=&lt;br /&gt;
==The Provost==&lt;br /&gt;
Members of the USCM &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt; hold significant weight on how Marine Law is handled in their operational areas. In the event that Marine Law is being mishandled aboard a USCM Vessel or within the AO of a USCM Vessel, USCM &amp;lt;span style=&amp;quot;color:#2A6E85&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; may see fit to dispatch a Provost Team. This team may range from an Inspector and their escort visiting the site and laying down the law, or a team of Enforcers showing why breaking the law is a bad idea.&lt;br /&gt;
==Authority==&lt;br /&gt;
* Members of the &amp;lt;span style=&amp;quot;color:darkred&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt; obey only their direct superiors and are not beholden to the Marine Chain of Command.&lt;br /&gt;
* Provost Inspectors and above are the final word on Marine Law in their AO.&lt;br /&gt;
* Provost Advisors do not hold any direct authority themselves, however they are expected to ensure Marine Law is correctly handled.&lt;br /&gt;
* Provost Marshals are not required to follow Marine Law, with the exception of making announcements regarding Battlefield Executions.&lt;br /&gt;
&lt;br /&gt;
===Contact Information===&lt;br /&gt;
&#039;&#039;&#039;Marine Law is Currently handled by Provost Chief Marshal Ferdinand Dome&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Contact: “forest2001” on the USCM Galactic Discord Server.&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Outdated:_Reference:_Marine_Law&amp;diff=40121</id>
		<title>Outdated: Reference: Marine Law</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Outdated:_Reference:_Marine_Law&amp;diff=40121"/>
		<updated>2026-01-15T23:12:10Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;United States Colonial Marines&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Uniform Code of Military Justice&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: gray&amp;quot;&amp;gt;&amp;lt;i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This document serves as a quick-reference legal digest of the United States Colonial Marines Uniform Code of Military Justice. It is intended for citation, procedural guidance, and legal interpretation within the Area of Operations (AO) of all USCM vessels and installations. For formal citation, refer to section, subsection, and paragraph as per encoded format (e.g., &amp;quot;Section 5, B) 3)&amp;quot;). This reference guide retains full legal standing unless superseded by updated regulations or direct orders from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;High Command&#039;&#039;&#039;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Provost Marshal Office&#039;&#039;&#039;&amp;lt;/span&amp;gt;.&lt;br /&gt;
&amp;lt;/i&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;big&amp;gt;&amp;lt;b&amp;gt;CRITICAL CHANGE: APPEALS MUST BE CONDUCTED VIA APPEAL FORM PR301A&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 1 – General Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Definitions and Verbiage&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To ensure clarity within this document, certain terms are used for specific roles and procedures.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1) &amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Defined as a whitelisted USCM Commanding Officer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) All references to &amp;quot;Commanding Officer&amp;quot; apply only to whitelisted COs.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) These rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) &amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Refers to the current Commander of the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Includes Acting Commanders and successors within the Chain of Command.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) These rights are transferable to new Commanders.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) In cases of temporary incapacity:&amp;lt;br /&amp;gt;&lt;br /&gt;
   - The next in command may act as &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt; alongside the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
   - Examples of temporary incapacity include:&amp;lt;br /&amp;gt;&lt;br /&gt;
    1) Communications offline and Commander is missing/unreachable.&amp;lt;br /&amp;gt;&lt;br /&gt;
    2) Commander has deployed into the field.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) In cases of permanent incapacity:&amp;lt;br /&amp;gt;&lt;br /&gt;
   - The next in command becomes the new Commander.&amp;lt;br /&amp;gt;&lt;br /&gt;
   - Examples include:&amp;lt;br /&amp;gt;&lt;br /&gt;
    1) Death beyond rescue.&amp;lt;br /&amp;gt;&lt;br /&gt;
    2) Arrest or removal due to mutiny.&amp;lt;br /&amp;gt;&lt;br /&gt;
    3) Communications lost and unlikely to be restored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) &amp;lt;b&amp;gt; Duty Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Highest-ranking available officer per the Chain of Command when the Commander is unavailable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Inherits Commander rights unless explicitly excluded.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Interchangeable with the Commander where appropriate.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) &amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Chief of Military Police.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Second highest authority in Marine Law in the AO.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Rights are non-transferable except where explicitly stated (e.g., to Warden or acting Warden).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) &amp;lt;b&amp;gt;MP (Military Police)&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Includes deputised XO’s, SO’s, or Synthetics enforcing Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) &amp;lt;b&amp;gt;Officer&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Any person commissioned into the USCM.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Rights are non-transferable.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7) &amp;lt;b&amp;gt;Delegation and Appointments&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) If a specific role is unavailable, a specific person may be appointed following the Chain of Command.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Only the Commander may make such appointments.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
8) &amp;lt;b&amp;gt;Lawful Arrest/Search&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Defined as an arrest/search following standing procedures and contextually appropriate conduct.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If suspects flee before intent is declared or doing so would be unsafe:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Verbal indication is not required prior to arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) It must be given as soon as feasible post-detainment.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 2 – Charges and Sentencing&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Charges System&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Charges are logged via the automated Jurisdictional Automated System (JAS).&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The JAS assigns brig timers based on charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Brig timers:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Cannot exceed 30 minutes unless:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) A Capital Crime has been committed.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) A new crime is committed while already jailed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) In the case of a Capital Crime committed in jail, the timer is escalated accordingly.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Civilian Expectations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All USCM-employed personnel, including civilians (e.g., Corporate Liaison, Combat Correspondent), must follow Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Civilians are subordinate to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The current &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If applicable, the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 3 – Arrest Authorisation Rules&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Special Role Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May only be arrested with approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;High Command&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May only be arrested with approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Commander&amp;lt;/span&amp;gt; holds final authority in these matters.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;Duty Officer&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Cannot authorise arrests of MPs or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Chief MP&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 4 – Accessory and Conspiracy&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Aiding, Abetting, and Conspiring&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Assisting others in committing a crime, whether directly or indirectly, includes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Providing material help.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Encouraging or bribing someone to commit a crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Conspiring or attempting a crime.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Such acts are punished as if the individual committed the original crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;b&amp;gt;Section 5 – Spirit of the Law&amp;lt;/b&amp;gt;  ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Interpretation&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The laws written are to be applied by their spirit and not solely by literal wording.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) In the event of disagreement on edge cases, the Marine Law rank structure must be followed in this order:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) MP&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 6 – Non-Judicial Punishments (NJPs)&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Authority and Applicability&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MP’s or SEA may issue NJPs for Minor Crimes as an alternative to arrest or brig time.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) NJPs may not be issued to individuals the issuer could not otherwise arrest:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This includes the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, MP, SEA, etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Consent and Consequences&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Refusal of an NJP results in serving the original charge or a default 10-minute brig sentence.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Accepting an NJP waives the right to appeal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Compliance and Limitations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Failure to comply with an &amp;lt;u&amp;gt;accepted&amp;lt;/u&amp;gt; NJP results in a resisting arrest charge in addition to the original sentence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply if the subject made a legitimate attempt to comply.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) NJPs are a one-time offer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Refusal eliminates the option to accept it for the same charge in the future.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The decision to offer or deny an NJP cannot be overridden by higher-ranking MPs.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) NJPs can be issued to individuals in a cell only if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their total sentence is 10 minutes or less.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The charge is not a major crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) They did not previously refuse the NJP for the same charge.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 i) Re-offering an NJP after refusal is not permitted.&amp;lt;br /&amp;gt;&lt;br /&gt;
 ii) A superior may proactively forbid NJP offers to incarcerated persons on a case-by-case basis.&amp;lt;br /&amp;gt;&lt;br /&gt;
  - This must be done beforehand and not retroactively.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) The NJP cannot take longer than the remaining brig timer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply to NJPs assigned for new charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) In Officer Ordered Arrests:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may choose to apply an NJP instead of the original charge.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Further Information&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) NJPs may include reprimands, PT, extra duties, or reassignment to a new post.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) They must not endanger the marine’s health.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) NJPs may not exceed the length of the original brig timer.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Maximum NJP duration is 10 minutes if no timer is assigned.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Orders to perform tasks outside one’s duties, when punishment-related, count as NJPs.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) These require a named criminal offense.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The exception is the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;’s NJP directive.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 7 – Military Police and Lawbreaking&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Violations by MPs&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MPs breaking Marine Law is a serious offense.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Upon arrest of an MP for such violations:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They must be charged with Neglect of Duty in addition to the original charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This does not upgrade a minor crime to a major one.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeal and Removal&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If an appeal or pardon is denied:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The MP is removed from law enforcement duty.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If no appeal or pardon is requested, denial is assumed by default.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) In Minor Crimes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Demotion is at the discretion of:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Or the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; if the above are unavailable&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) These decisions cannot be altered.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Reassignment&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Enlisted MPs are to serve in squad roles or other shipboard duties.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This is subject to approval by the appropriate Head of Department or direct assignment by the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Officer MPs are to be assigned to CIC roles unless dismissed by the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for other duties.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 8 – Application of Marine Law&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Jurisdiction&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The UCMJ applies to all personnel in the vicinity of a USCM Operation or aboard a USCM ship, including:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) UPP, Freelancers, PMC’s, other factions and organisations&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Exceptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Specially dispatched officials from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Diplomatically Immune Company Executives (not the onboard Liaison)&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Riot MP ERTs are subject to Marine Law and function as standard MPs.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) USCM Flag Officers (O7 or above):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Are presumed immune to Marine Law unless stated otherwise.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May still be reported to their superiors or faxed about.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Law Enforcement Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) On USCM ships and operations, the law is enforced by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Military Police&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) MPs operate independently of the standard command structure in matters relating to law enforcement.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; of the Almayer has final authority on law enforcement unless overruled by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is the second highest authority in law enforcement:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May perform arrests&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Administers the brig&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Ensures proper record keeping and timer setting&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Reviews evidence and case validity&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) MP Discretion and Conduct&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) MPs may ignore Minor Crimes at their discretion unless ordered to act.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) MPs may never commit crimes themselves, regardless of severity.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs cannot be forced to ignore Minor Crimes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs breaking Marine Law cannot be ignored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Preservation of Life&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If life or limb is at risk, personnel may act outside Marine Law to preserve life.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) These actions must be reasonable under the circumstances.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Examples of acceptable violations:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Entering a restricted room to save someone in danger&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Breaking barriers (window, door, wall) to assist a dying or mortally wounded individual&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Abuse of this principle may result in:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Action by &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Punishments including Execution or pay docking&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 9 – Lawful Orders&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Duty to Obey&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Personnel must follow all lawful orders from superiors.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Personnel are NOT required to follow unlawful orders.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Unlawful Orders&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Defined as any order that would result in a breach of Marine Law if carried out.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Refusal to follow an unlawful order must be justified by the subordinate with reasoning.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Giving an unlawful order with malicious intent, or an order that is followed, results in:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The order-giver receiving the same punishment as the person who carried it out.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Punitive orders that cause Neglect of Duty are unlawful unless part of an NJP.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Example: “Stand here for 10 minutes,” “Run laps around the hangar,” etc.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 10 – Officer Ordered Arrests&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arrest Directives&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If a Commissioned Officer orders an arrest for a crime, MPs MUST comply.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Only the following may order the arrest of an MP:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may NOT give this order&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) The suspect may be held for 10 minutes post-brig arrival while evidence is gathered.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If the suspect is proven innocent, the officer who requested the arrest may be charged with Prevarication.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Any crimes committed during the arrest must still be sentenced.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) NJP in Officer Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may issue an NJP instead of a brig timer for minor charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If an NJP was offered and refused previously, it may not be offered again for the same charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Order Requirements&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The officer must clearly express the intention for the suspect to be arrested for it to be enforced.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The arrest order may be rescinded by the officer any time before detainment.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) An officer may not order the arrest of a superior in rank.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 11 – Vicarious Prosecution&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Victim&#039;s Rights&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) In all cases excluding capital crimes, grievous bodily harm, or Neglect of Duty:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The victim of a perceived crime may drop charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs or prosecutors must then release the defendant.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Continuing prosecution or detaining after charges are dropped constitutes Prevarication.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The defendant may be held for no more than five minutes during this time.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeals to Arrest&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Within the five-minute window, MPs must contact the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; if they seek to continue the arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If no appeal is sent, or if no reply is received within three minutes of submission:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The defendant must be released.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Continued detainment is unlawful.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 12 – Arrest Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arresting a Suspect&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The standard arrest procedure is as follows:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Inform the suspect they are under arrest.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Take down the suspect if they resist and securely restrain them.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Move the suspect to the brig.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Inform the suspect of their charges before the brig timer starts.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Inform the suspect they may file an appeal if they wish.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Lethal Force&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Lethal force may be authorised by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) When responding to emergencies such as mutinies, boardings, or suspects using lethal weapons&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If non-lethal weaponry is unavailable, an MP may use lethal force if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The suspect is a threat to the crew or the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Lethal force must cease once the suspect no longer presents harm.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Rules of engagement for lethal force:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A detained and securely restrained suspect is under MP custody and must not be harmed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; are unresponsive or incapacitated, MPs may use lethals freely during Code Red or higher.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Lethals may be used immediately if non-lethals are ineffective (e.g., against rogue synthetics).&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Lethal force is a last resort.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The synthetic must be given a chance to surrender.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) After takedown, synthetics must be repaired and revived in secure custody.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iv) They should be released after serving their sentence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Field Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Field arrests are limited to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The FOB&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Dropships&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Other secure areas&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If in “hot pursuit,” MPs may pursue fleeing suspects outside secure zones.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If hostiles are nearby, the arrest must be aborted and relocated to a secure area.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) MPs may move between secure zones but must not conduct arrests in transit.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Arrested persons must be transported safely.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During boarding situations (e.g., Delta Alert), arrests are only permitted if the individual presents danger to the Almayer or its personnel.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) If arresting shipside crew on authorised deployment:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The relevant Head of Department must be informed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) In their absence, the acting Commander Officer (aCO) must be informed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A replacement should be arranged where possible, with a delay no longer than five minutes.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 13 – Search Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Personnel Searches&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) May be conducted by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Military Police personnel&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be approved by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 b) If waiting causes further hazard to personnel or ship, retroactive approval is acceptable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Witnessing a crime allows post-arrest search approval.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Procedure:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Inform the subject of the search and the reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Conduct the search in an isolated or brig area to prevent theft.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Confiscate illegal items; use non-lethal force if necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Secure confiscated items until search completion.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) If unable, request another MP transport them to Evidence Storage.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) If items justify brig time, follow Detainment and Brig procedures.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Otherwise, release the subject.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Return unnecessary evidence to Requisitions.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Improper search procedure may result in a Neglect of Duty charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Searches do not qualify for Prevarication charges.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Area Searches&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Area searches must be approved by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) In emergencies, approval may be obtained after the search.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Procedure:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Announce the intent to search and vacate unrelated personnel.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Inform responsible parties onsite of the reason for the search.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Obtain access to the area; if none are present, trained personnel may override access controls.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Conduct the search, collect, and secure evidence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Restore the area to its prior state as best as possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Reopen the area to normal use.&amp;lt;br /&amp;gt;&lt;br /&gt;
 g) Bring all evidence to the brig for processing.&amp;lt;br /&amp;gt;&lt;br /&gt;
 h) Return unused evidence to Requisitions.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 14 – Detainment and Brig Procedures&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Timer Policy&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If a prisoner is removed from their cell for any reason:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their timer is PAUSED.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Time outside the cell does not count toward sentence completion.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Exception:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) If the timer has started and processing is not yet complete, this time DOES count.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Brigging Checklist&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To properly brig a prisoner, the following steps must be followed (in any order):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Set charges and print the timer from JAS.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Insert the charge sheet into the cell timer panel and activate it.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Dress the prisoner in an orange uniform and shoes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Provide a standard headset.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Remove their ID if possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 f) Escort the prisoner into the cell, buckle them to the bed, flash/stun, recover cuffs, and exit the cell.&amp;lt;br /&amp;gt;&lt;br /&gt;
 g) Search belongings for contraband.&amp;lt;br /&amp;gt;&lt;br /&gt;
 h) Update records with &amp;quot;Prisoner&amp;quot; status, charges, and sentence time.&amp;lt;br /&amp;gt;&lt;br /&gt;
 i) Once time is served, return belongings, escort them out, and update record to “Released.”&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) SSD Prisoners&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) If SSD at sentence end:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Redress them, secure pouches, place in Brig Cryo.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If SSD over 5 minutes:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May be cryoed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If they return, they must serve remaining time.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 15 – Demotions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Conditions for Demotion&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Demotions may only occur when explicitly listed as a possible consequence of a crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Permission must be granted by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The relevant Head of Department of the arrested person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If they are a Head of Department, approval must come from the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Demotion Outcomes&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The demoted individual is reassigned to a lower position within their department.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If no such position exists:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They are reassigned to a rifleman role.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Riflemen being demoted:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Are discharged and become civilian passengers.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Demoted MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May be reassigned to any shipside department if:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They have relevant skills.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The department head grants permission.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Commanding Officer Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; has special authority:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) May authorise demotions or discharges beyond explicit punishment listings.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) [&amp;lt;a href=&amp;quot;https://cm-ss13.com/wiki/Marine_Law#Demotion_Clause&amp;quot;&amp;gt;Demotion Clause Reference&amp;lt;/a&amp;gt;]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 16 – Executions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Execution Criteria&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) May only be performed if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The prisoner committed a crime with execution as a punishment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner’s brig timer exceeds one hour (permanent confinement).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Authorisation must come from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) OR BOTH the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; and the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (or Warden if no &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Permanent prisoners may be executed later if Alert is Red or Delta.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officers&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; cannot authorise executions.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Emergency Circumstances&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) During Delta Alert or threats mandating evacuation:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Standard procedures may be ignored.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Execution Announcement Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) An announcement must be made ship-wide by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) OR the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Announcement must state:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Intent to execute.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Reason.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Method of execution.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Approved methods:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Firing Squad – by MPs or the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Lethal Injection – by the CMO.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Restrictions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Only standard firearms may be used (rifles, sidearms, shotguns).&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) No explosives or cruel weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may allow others to join firing line (victims only).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Execution Conduct Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The Condemned may request:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) One tobacco product.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) One food item.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) One drink.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) A blindfold.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Up to 3 observers from the designated viewing room.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Required presence:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or Warden (in their absence).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Final words:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be permitted before execution.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May use radio even if previously confiscated.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If final requests take more than 2 minutes, execution proceeds.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 17 – Prisoner Rights&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Fundamental Rights&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners have the following rights, which cannot be denied except in extreme situations with authorisation from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Prisoners may fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Request restoration of denied rights.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Report malpractice.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) All rights are protected except &amp;quot;Access to a Radio,&amp;quot; which may be revoked if necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) The Courtyard (Common Space)&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All prisoners are permitted access to the courtyard/common space by default.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Exceptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Permanently brigged prisoners do not have this right by default.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) They may be granted courtyard access with escort as a reward for good behaviour.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) This right may be revoked in the following scenarios:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) During mutinies, riots, or emergency situations.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During or after active jailbreak attempts.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If the prisoner commits a crime while in the brig.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) This right can be restored by the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, Warden, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Protection and Medical Treatment&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All prisoners must be kept safe and unharmed.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) While any prisoner is brigged:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP or the &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must remain in the brig at all times.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Exception: if all prisoners are permanently confined or during an Emergency Situation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Treatment Guidelines:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Medical treatment should occur inside the brig when possible.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The arresting MP must ensure someone is present in the brig to supervise prisoners.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The Surgical Tray must remain in the brig unless Red/Delta Alert is active.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If infirmary treatment is required:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP must escort the prisoner and monitor them throughout treatment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If self-harm is detected, a straitjacket may be used for the sentence duration.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Access to a Radio&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners are entitled to a standard headset unless they abuse it.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Abuse includes excessive spam, repeated help calls after being told to stop, etc.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Process for radio removal:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A warning must be issued explaining the abuse.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner must be given a chance to stop before denial.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Additional Conditions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Prisoners may request an appeal without limitation.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) During a mutiny, radios may be denied, but only for the duration of the event.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 18 – Right to Appeal&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Appeal Process&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) An appeal allows a case to be reviewed by a higher authority.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Appeals are for error correction only.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may NOT be used to add new charges or increase punishment once the brig timer is set.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Appeal Timing&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Appeals must be handled in a timely manner.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) The specific process and timeline for submitting and reviewing appeals continues in the next section...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Appeal Rights and Responsibilities&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) All personnel under Marine Law jurisdiction have the right to appeal their punishment to:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Either may designate another to handle the appeal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) If the appeal involves either the Chief MP or Commander, they must delegate to an uninvolved MP or Commissioned Officer.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) The Appeal Handler has final authority over the appeal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Individuals involved in the arrest, charge selection, or sentencing should not handle the appeal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Appeal Handler Powers:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Confirm charge validity.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Modify a charge to a lesser charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Reduce punishment to the minimum for the charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Remove invalid or incorrect charges.&amp;lt;br /&amp;gt;&lt;br /&gt;
 e) Charges cannot be removed if guilt is clear.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Appeal Timeline:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Once a prisoner requests an appeal, they must be given a PR301a Appeal Form within 5 minutes.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Upon form completion, the Appeal Handler must attend and begin review within 5 minutes.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Neglect of Duty applies if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) An MP, &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; fails to respond to a valid appeal request.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) Appeals must be handled before:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Executions&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Demotions&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) NJPs&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Brig timers run during appeal process unless the punishment has no brig sentence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
7) Appeals cannot modify punishments unrelated to the charges being appealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Marines may be held in custody pending appeal for non-brig sentences.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Suspending Appeals&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Appeal rights may be suspended during:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Delta Alert&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Threats requiring evacuation&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Hostile boarding or threats approaching the ship&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Riots or jailbreaks&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Appeals may be postponed if:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The marine is unconscious and requires medical treatment.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Another appeal was requested earlier and is unresolved.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The marine is unreachable (e.g., escaped).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Invalid reasons to postpone appeals include:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; being busy.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The prisoner being ruled insane.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Proper Appeal Procedure&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
To ensure proper and fair appeals, follow these steps:&amp;lt;br /&amp;gt;&lt;br /&gt;
1) List all charges with associated punishments (done by MP or Appeal Handler).&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Appeals must be conducted in person (excluding remote witness testimony).&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Appeals MUST be handled via a PR301a Appeal Form.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If charges are incorrectly applied, they must be removed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Appeals may not add new charges or increase punishment after brig timer is set.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Outcomes should be determined per individual charge.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) General responses to the appeal are not acceptable.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Final punishment should reflect remaining charges only.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
6) The Appeal Handler makes the final decision.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may not be ordered or forced to rule a certain way.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Retaliation for handling or ruling on an appeal is prohibited.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Exception: If appeal procedure is violated, a Neglect of Duty charge may apply.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;F) Appeals Checklist&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Recommended steps for Appeal Handlers:&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Are you physically present with the accused?&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Have the charges and punishments been clearly stated?&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Have you heard the accuser’s account?&amp;lt;br /&amp;gt;&lt;br /&gt;
4) Have you heard witness testimony?&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Have you heard the accused’s account?&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Have you examined additional evidence?&amp;lt;br /&amp;gt;&lt;br /&gt;
7) Does the evidence support the charges and testimonies?&amp;lt;br /&amp;gt;&lt;br /&gt;
8) Have mitigating circumstances been considered?&amp;lt;br /&amp;gt;&lt;br /&gt;
9) Have you reached a decision?&amp;lt;br /&amp;gt;&lt;br /&gt;
10) Have you informed the accused of the outcome for each charge?&amp;lt;br /&amp;gt;&lt;br /&gt;
11) Have you adjusted the prisoner’s punishment accordingly?&amp;lt;br /&amp;gt;&lt;br /&gt;
12) Have you informed the prisoner of their right to fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for an additional appeal?&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;G) Appeals to the Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Prisoners may appeal to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; after a standard appeal is denied, or instead of using the standard appeal process.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) If the prisoner faces execution:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; has 10 minutes to reply.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If no response is received, the execution may proceed.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If this appeal is used instead of a standard one:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Expiry of the reply window counts as denial.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Prisoners invoking this right must be given:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A pen and paper to write a fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If restrained, they may dictate the fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The fax must be transmitted as soon as possible.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) This right may be suspended during:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Delta Alert&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Evacuation events&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Hostile approach or boarding&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 19 – Special Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Medical Experiments&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Individuals may waive their rights to participate in medical experiments.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Researchers performing approved experiments are not liable for harm within approved parameters.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) All experiments require signed approval from:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; (not the &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;), or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Chief Medical Officer (CMO).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Prisoners may request to participate as subjects.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Their timer continues running during participation.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If their timer ends during the experiment, they are free to leave.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Experiments resulting in prisoner death are only allowed if execution was otherwise legal.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Insanity&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Defined as a state of mind preventing understanding or lawful responsibility.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Can only be declared by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The CMO, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A Synthetic (who cannot be forced to make this declaration).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) If no CMO or Synthetic is available:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may appoint a qualified medical officer to evaluate.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This should only be done as a last resort.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Mutinies and Arresting the Commander&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Attempting to overthrow legitimate command is illegal.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) MPs must seek approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; before taking action against the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If no CO is present, the &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may be arrested, but &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be notified after the fact.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If a mutiny is successful:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The deposed &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be held to avoid reigniting conflict.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; next in line may be bypassed if in doubt.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Self-Defense and Defense of Others&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) No charges shall apply for reasonable, proportional force used in self-defence or to defend others in danger.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Lawful executions are not covered by this provision.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Proportional Force Examples:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Fist against fist&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Melee weapon against melee weapon&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Gun against gun&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Lethal force may be used until the attacker is unable to continue.&amp;lt;br /&amp;gt;&lt;br /&gt;
5) Defenders must notify MPs or command.&amp;lt;br /&amp;gt;&lt;br /&gt;
6) Victims should attempt to flee and alert MPs when possible.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Emergency Situations&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) During severe emergencies (e.g., boarding, compromised brig):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Non-violent prisoners (minor or major crimes) may be released by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Warden&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Violent or capital crime prisoners should not be released unless absolutely necessary.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) Prisoners must be evaluated on an individual basis for risk and behaviour.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not require face-to-face evaluation.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Dangerous prisoners should be:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Escorted to an escape pod by a Commissioned Officer or MP.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Kept under supervision for crew safety.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) A normal Red Alert is NOT sufficient reason for prisoner release.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Release only applies when the ship is overrun or evacuation is required.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 20 – Synthetic Units and Marine Law&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) The Almayer Synthetics&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Almayer Synthetics cannot break Marine Law and cannot be arrested without:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; via fax.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Almayer Synthetics have equal rights and privileges to marines.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If MPs believe a Synthetic has broken Marine Law:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The incident must be faxed to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:yellow&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Synthetic Council&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; will review the case.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If an Officer orders a Synthetic’s arrest:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must refuse the order.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The Officer must fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; for approval.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) Synthetic units not part of the USCM do not receive arrest immunity.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Survivor Synthetics&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) W-Y Synths (Colony Synths) have similar rights to Almayer Synths.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Their arrest may be ordered by:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;, or&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) No need to fax &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) These synths are protected by Marine Law as though they are Almayer Synths.&amp;lt;br /&amp;gt;&lt;br /&gt;
4) If a survivor synth acts subversively (e.g., stealing high-value items, deconstructing defences):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) They may be declared rogue by:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) The CO&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) The XO&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) The current acting &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Once declared rogue:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They lose all protection.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) They may be neutralised.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
5) A &amp;lt;span style=&amp;quot;color:lightgreen&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Duty Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; cannot declare a synthetic as rogue.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 21 – Commanding Officer Provisions&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) Arrest Immunity&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is not exempt from Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) However, they may not be arrested without explicit approval from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) If the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; breaks Marine Law:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must be contacted via fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This right to fax may not be denied.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If the &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is deposed due to mutiny:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must confine them if their freedom risks further conflict.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) They lose immunity and are no longer considered &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commander&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Execution Privileges&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may perform Battlefield Executions (BEs) without warning or procedure.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) This does not apply to those in MP custody.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Executions must be done personally and without collateral damage.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Grounds for Battlefield Execution:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A threat to command through illegal undermining or removal.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A threat to persons, especially in the CO&#039;s presence.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) A threat to the ship or operation in the CO’s presence.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Restrictions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) BEs must be individual and in-person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Orbital Cannon and indirect methods are prohibited.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) An announcement must follow the execution, stating the reason and name.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) BEs may not be performed on prisoners unless standard execution is impossible (e.g., Delta Alert).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Alternative execution methods may be requested to &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; during emergencies.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Escort Missions&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may request escorts:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Up to two MPs to guard the CO personally on the frontlines.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Unlimited MPs to escort non-combat personnel planetside (must avoid frontline).&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Escort Procedures:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) MPs must focus solely on protection, not Marine Law enforcement.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) MPs must stay within line of sight of the escorted person.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) MPs may not leave line of sight even by order of the escorted individual.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Security Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) A minimum of one MP must remain on the ship.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; defines what is needed to maintain security.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If this is not upheld, the decision may be reviewed by the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; must remain onboard and may count as the required MP.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) If the escorted individual is incapacitated:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The MPs must attempt recovery.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) If not possible, they must return shipside.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;D) Pardons&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may pardon Minor and Major crimes.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Capital crimes may only be pardoned with permission from &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Appeals:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Chief MP&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; or an MP may appeal the pardon via fax.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; is responsible for further actions committed by the pardoned.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) If &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; overturns the pardon, the CO must ensure re-arrest.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Process:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) The CO must know the crimes and their timing.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) A public announcement must be made including:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) Name of the marine&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) Crimes pardoned&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Reason for pardon&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) The CO need not be physically present for the release.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;E) Cancelling Arrests&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The CO may cancel an arrest or warrant before the subject is brigged.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Follows the same procedure as a regular pardon.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3) Requirements:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Must be announced via tablet or computer (post-order acceptable).&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Subject to appeal by &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) CO assumes full responsibility for further actions.&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) If reoffended, MPs may request CO’s arrest.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4) Conditions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) CO must be in the same general area as the subject.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) May not pardon active crimes, resistors, or already brigged persons.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) May not cancel &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;-ordered arrests.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;F) Demotion Clause&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may demote or discharge any subordinate USCM personnel for a major crime.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) Demotion must be department-appropriate and proportionate.&amp;lt;br /&amp;gt;&lt;br /&gt;
3) This is separate from standard Marine Law Demotion punishments.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;G) General Article NJPs&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may issue NJPs at any time for behavior deemed inappropriate or contrary to good order.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) No specific crime needs to be committed.&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Examples: unprofessional conduct, unsatisfactory job performance, failure to uphold standards.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;H) Deputizing&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) The &amp;lt;span style=&amp;quot;color:#00CBFE&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Commanding Officer&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may deputize the following in absence of MPs:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Executive Officer&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Auxiliary Support Officer&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Staff Officers&amp;lt;br /&amp;gt;&lt;br /&gt;
 d) Synthetic Units&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Deputized personnel may:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Make arrests&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Enforce Marine Law&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Must follow Marine Law procedures like MPs&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;big&amp;gt;&amp;lt;b&amp;gt;Section 22 – USCM Provost Marshal Office&amp;lt;/b&amp;gt;  &amp;lt;/big&amp;gt; ===&lt;br /&gt;
&amp;lt;b&amp;gt;A) The Provost&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Members of the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; hold significant authority regarding the interpretation and enforcement of Marine Law.&amp;lt;br /&amp;gt;&lt;br /&gt;
2) If Marine Law is being mishandled aboard a USCM vessel or within its Area of Operations (AO):&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;High Command&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt; may dispatch a Provost Team.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) This team may include:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) A single Inspector and their escort.&amp;lt;br /&amp;gt;&lt;br /&gt;
  ii) A full team of Provost Enforcers.&amp;lt;br /&amp;gt;&lt;br /&gt;
  iii) Their purpose is to enforce law and discipline.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;B) Authority&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
1) Members of the &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&amp;lt;b&amp;gt;Provost Marshal Office&amp;lt;/b&amp;gt;&amp;lt;/span&amp;gt;:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Obey only their direct superiors within the Provost Office.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Are not subject to the USCM Chain of Command.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
2) Role Definitions:&amp;lt;br /&amp;gt;&lt;br /&gt;
 a) Provost Inspectors and above are the final authority on Marine Law within their AO.&amp;lt;br /&amp;gt;&lt;br /&gt;
 b) Provost Advisors do not hold direct authority.&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They are expected to ensure Marine Law is properly followed and advise others.&amp;lt;br /&amp;gt;&lt;br /&gt;
 c) Provost Marshals are exempt from Marine Law, excluding the following:&amp;lt;br /&amp;gt;&lt;br /&gt;
  i) They must announce Battlefield Executions publicly.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;C) Contact Information&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Marine Law is currently overseen by:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Provost Chief Marshal Ferdinand Dome&amp;lt;/b&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Contact:&amp;lt;/b&amp;gt; “forest2001” on the USCM Galactic Discord Server.&amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=Hunters&amp;diff=40120</id>
		<title>Hunters</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=Hunters&amp;diff=40120"/>
		<updated>2026-01-15T23:11:13Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Frequent Changes&lt;br /&gt;
|Note=This page frequently changes and may not always be up to date. For accurate information, please ask the Predator Council.&lt;br /&gt;
|Image=Signal_Flare.gif&lt;br /&gt;
|Color=#F65&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
= Hunters =&lt;br /&gt;
== History ==&lt;br /&gt;
====Early History:====&lt;br /&gt;
&lt;br /&gt;
For an eon the clans roamed the lush continents of their homeworld as nomads, trailing the herds of their various prey. Encounters between tribes were rare, and often aggressive or violent. The clans rarely stayed long in any fixed location, as the seasons turned so did their prey migrate around the globe.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Their infrequent meetings, and it’s accompanying aggression, severely inhibited their technological advancement. Even after a hundred thousand years following this lifestyle the Yautja ancestry continued in this fashion, following the food across continents. Speech was well developed, but extremely narrow. Each clan had their own dialect and few could communicate with other tribes.&lt;br /&gt;
&amp;lt;br/&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The ages passed and the clans continued in their primitive state, chasing the twin suns as they hunted. Many millennia onwards and their way of life was thrust into a race for survival. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
A large asteroid of unknown origin smashed into their world and tore it’s continents from their bedrock. The entire planet rapidly heated and became a baked desert world, it’s environment now hostile to most forms of large life, many perished in a short period of time, whole clans were wiped out and the majority of the fauna the Yautja depended on to feed were decimated. Faced with cooperation or death, the survivors gradually grouped together to honor the fallen and to endure the disaster.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the landscape permanently disfigured, barren and strewn with the remains of countless lives the Yautja were forced to advance rapidly or face extinction. The remaining clans came together and pooled all their knowledge, resources and skills and elected a body of the wisest Yautja in hope of guidance to a return to their former strength. This guiding entity would later become the Council of Ancients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Reformation:====&lt;br /&gt;
&lt;br /&gt;
For centuries after the disaster that befell their world the clans struggled to survive, but the Council of Ancients was the light in the darkness that had enveloped the landscape.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Strict disciplinary action on what, where and when the clans could hunt was the first edict set in stone. For if what little of the food supply that remained were to be hunted into extinction, then the entirety of the race would face annihilation. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Prior to the disaster, the clans had a loose system of religious beliefs that varied mightily. Some clans held animilistic beliefs, others held the belief that the two orbs in the sky were gods, some had no beliefs at all. The Council of Ancients, seeking to centralize the clans, saw the benefit in an organized religious system, one to which could help to drive the clans forward and out of the wastes of their battered homeworld. They were quick to seek out the wisest of the surviving Seers and Shamans and quicker still to set them to work on centralizing the myriad of religious systems into one. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Nytara and N’ithya, old names for the two stars in the sky, were adopted as the father and mother pairing who travelled the universe looking to create their offspring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon reaching what would become the homeworld of the clans, Nytara and N’ithya found Ger’Cetanun, a great titan made up of rock that rested upon the planet. Tired and battered from their journey, the two gods wished to rest but Ger’Cetanun would not allow it and demanded the interlopers move along. Facing exhaustion if they continued on without pause, Nytara and N’ithya fought the titan until they defeated it, crushing its inflexible, jagged body into rubble. In the brief span before his demise Ger’Cetanun swore he would return and seek vengeance. His proclamation made, Ger’Cetanun shattered into millions of pieces with his remains settling to become the planetary ring.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Having dispersed Ger’Cetanun across the skies Nytara and N’ithya dwelled heavily on his warnings of vengeance. Knowing deep within themselves he would one day return to take his revenge, the gods decided to create the perfect warriors born of their blood. Beings that could one day stand against Ger’Cetanun and vanquish him for eternity. Drawing upon the spilt blood of Nytara pooled in the skies, N’ithya sent it falling to the planetary surface, swirling around as they fell the pools of blood split and scattered into a thousand droplets which rained down on the world. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Upon striking the surface each droplet crystalised in the ground leaving intricate patterns in their wake, owing to the creationary nature of Nytara’s blood and the blessings of N’ithya, these patterns would later begin to replicate in the surrounding environment and later still would become the sigils of each clan. Everywhere the blood struck life blossomed, jungles sprouted and plains grew, over the course of 3 years Nytara and N’ithya nurtured the world into a landscape of immense dangers and strength. The gods poured their energies into the planet and vastly accelerated the development of it’s flora and fauna until they deemed it ready for their offspring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Cetanu Crisis:====&lt;br /&gt;
&lt;br /&gt;
In the depths of empty space a dark seed began to stir. Left by Ger’Cetanun long ago this seed would grow to become his vengeance, his legacy of destruction and suffering. Cetanu, the black death.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Like his father before him Cetanu was a Titan. Owing to the deep connection Ger’Cetanun had with Cetanu while he was developing lightyears away, Cetanu imbibed many of the strengths and traits N’ithya and Nytara presented in their battle with his father. This adaptation would give Cetanu an edge Ger’Cetanun was greatly missing and make his resurgence all the more devastating. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
From the dark shadows of the stellar void Cetanu observed the planet his father had resided upon and saw that the two gods had created a formidable race of warriors in their image. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Over the ages, Cetanu prepared himself for battle with the interloper race to which had laid claim to the homeworld of his father. Once the time was right, Cetanu fulfilled his destiny and unleashed himself onto the homeworld of the trespassers, destroying the majority of the planet and the warrior race to which staked their claim. Cetanu could not fully fulfill his destiny though. The warrior race turned out to be much stronger than he had anticipated. They crawled up from the fires of extinction and vowed to eliminate Cetanu. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the clans re-established themselves, and their religion became more organized, Cetanu was eventually adopted into the pantheon as the embodiment of death, and the ultimate warrior to which the hunters would strive to defeat in battle. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the ages passed the hunters and their faith developed, the pantheon grew larger. Gods and goddesses symbolizing various real world aspects were added to the Pantheon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The separation of the castes:====&lt;br /&gt;
&lt;br /&gt;
To further centralize their burgeoning civilization, the Council of Ancients decreed that a focus needed to be placed on the rapid development of technology and industry. The families to which had their skills centered around the trades, arts, and sciences were conscripted and let loose to conduct their work, under the leadership of the warrior caste - who had always led the clans. Due to their vital work, the council of ancients made it law that the offspring of all members of the trade caste would be educated in the ways of their elders, to ensure that there would be a continuity of knowledge and that no momentum would be lost. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Advancement:====&lt;br /&gt;
&lt;br /&gt;
The process of moving forward wasn’t without it’s cost. The planet did not properly begin to cool and stabilize for many millennia, making the simplest tasks difficult and treacherous at the best of times. Brute strength, perseverance, and a refusal to see their honor tarnished through failure, allowed the clans to keep moving forward.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
During the Ikthala Reformation, the hunters saw their creation by the twin gods as an act of creating the perfect race. This dogma began to propagate throughout their society, it’s roots being in their survival after the arrival of Cetanu. It was believed that the gods had blessed them with their perfect forms, and surviving Cetanu had reinforced this belief of divine heritage.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Elements of proclamations made just after Centanu’s arrival remained. The hunters were kept in check via strict discipline within their clans, a remnant of when order was key for survival. Unruly, treacherous, and unhinged members were remanded and punished harshly, sometimes via exile but often through capital punishment. At times there were such egregious acts committed that the stain of imperfection from the act sunk deep into the guilty hunters clan. In cases like these the clan was exterminated to prevent the act from recurring and from the dishonor spreading. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Within the stabilization period there was a quick advancement in technology. The clans saw remarkable scientific breakthroughs over the next 10 millenia. Dirt and rubble evolved into brick and mortar, bronze and tin into iron and then steel, and so on. From industrial, to atomic, to digital, the hunters were an intelligent species that, once given proper direction, could perform remarkable feats. As they progressed, the clans began to view their technological prowess as an extension to their divine strength. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As their technological level progressed, so did their society. The strict decrees set forth by the Council of Ancients evolved into an overarching set of laws that began to govern all facets of society. The issue of union, the value of work and trade, how hunts were properly performed all fell under this new code of honor. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Soon enough the hunters had reached the age of space flight. They were able to explore the other planets in their system and see for themselves the entirety of their cradle. As the hunters began to explore the other worlds in their system they discovered the next planet out from theirs was rife with life. The hunters were not alone in the universe.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
With the fauna on their planet still limited, the clans began visiting their neighboring world and hunting the local alien species, both for sustenance and as a source for honing their skills. As the millenia passed the clans were able to explore further and further, eventually reaching the point where they were able to touch other stars. Upon setting foot on planets underneath other stars, the hunters began to see the universe as being theirs by divine right, bestowed onto them by their creators. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Although long ago, the damage to their homeworld was near irreparable. This drove the clans to begin seeking out territory elsewhere. While countless clans continued to reside on the homeworld, many created large vessels and set forth into the stars, returning to their nomadic roots and roaming the stars, calling no place but their vessel home. &lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As the hunters touched other star systems, they came into contact with other sentient life. Most of the species they encountered were in much lower technological states than them, and were incapable of warding off the hunters however, most had individuals or groups that were able to provide ample sport or fodder to the burgeoning clans. Worthy specimens were seized from their homeworlds and planted onto reserves so as not to disrupt the natural ecosystems and destroy the future of the stock, for the hunters had learned how valuable ecological and biological balance is.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
After asserting their strength across the near galaxy the Hunter Clans settled into a lethargic routine. Periodically hunting the many worlds within their expansive domain, they did nothing in a hurry as their lives grew long and their hunts became leisure and pride over necessity. This state is how they have existed for over a thousand years, and how they will continue for a thousand more.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
The hunters are an endothermic bipedal reptilian species. They have limited sexual dimorphism and both genders mature at similar rates and to similar builds. The species grows to be between 6 and 8 feet, and an average mature individual rounds out at around 500lbs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species can live upwards of 2,000 years, though there are accounts of members of the species living 2,500 or more. Members of the species live very arduous and brutal lives, and incur great amounts of physical damage through their lifetimes. This fact sees many individuals dying ‘early’ with the average life expectancy of the species therefore around 800-1,000 years.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Females are the birthing gender in the species. Hunters have a very long gestation period, lasting around 3 years. Infants ‘pups’ are born live, though encased in a hard embryonic sac. The struggle to breakfree from the sac is a difficult process, but it assists pups in quickly developing their muscles. Not all pups are able to break free from their sacs, and it is common within the darwinian culture of the hunters to allow for those pups to die - as these are seen as imperfect offspring and were not meant for life. Pups who are successfully reared reach puberty at around 100 years, with maturity occuring at the 200 year mark &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The hunters are a carnivorous species, their diet consisting of protein and lipid rich meats. They are incapable of processing carbohydrates, their livers being unable to break them down. This evolutionary dependence on meat has resulted in the species not having established any crop growing agriculture systems. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have very large hearts, and a strong cardiovascular system that has allowed for their large growth. Subsequently, this has resulted in the hunters generating great amounts of body heat. This heat is regulated via a set of tentacles, akin to dreadlocks, that extend from the back and side of their skulls. These dreadlocks shed waste heat from the body and continue to grow until death. The removal of one&#039;s dreadlocks is a death sentence, as soon after their bodies will cook their own organs until death. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hunters have 4 mandibles that protrude from the front of their face that surround the entrance to their mouth. These mandibles are tightly pressed to the entrance to their mouth, making the process of opening their mouth somewhat difficult. This has resulted in the species developing a language centered around the use of clicks and rattles to which they form with the use of their mandibles. There are a number of sensory organs lining each mandible which are able to pick up small changes in air pressure and detect aromas in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The species sight is in the infrared spectrum, allowing them all weather, all day vision. Their eyes are protected by several membrane layers that protect against the environment and soft debris. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Phenomenal strength is a hallmark of the species with the average mature individual able to jump three times their height, and easily capable of ripping flesh from bone and in some cases directly parting bones from bodies regardless of the flesh attached. Due to minimal sexual dimorphism in the species, males and females gain the same amount of muscle mass and grow to near identical sizes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Their bodies are incredibly resilient, being able to endure significant damage before critical failures begin to occur. The majority of their skeletal structure is made up of a weaved network of bone and cartilage that helps to protect and cushion against blunt force trauma.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Thick quills grow over time on the face, back and chest of the species. These quills act as a defence mechanism, but also as a sign of maturity and one&#039;s position within society. Quills begin growing shortly after a pup breaks free of it’s sac, and they appear black and are pliable, but turn grey and brittle in old age. As a Hunter grows it will lose many quills throughout its lifetime, and while they do grow back with time, each new set is less durable than the one that came before it.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
=== Hierarchy ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Council of Ancients&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;My word is law, my will divine.&#039;&#039;&#039;&lt;br /&gt;
*Ancients make up the ruling body of Hunter society known as the Council of Ancients. Ancients are incredibly old and wise Clan Leaders who have been chosen to sit on the council by its current members. An ancients word is law and is something that is never ignored. To ignore the will of an ancient is to bring death and dishonor on you and your clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Leaders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;I am your future, he who will decide your fate.&#039;&#039;&#039;&lt;br /&gt;
*Clan Leaders are the highest authority in Hunter society aside from the Council of Ancients. Clan leaders oversee all aspects of their clans, and have complete authority over each member of the clan. Clan Leaders have participated in countless hunts, killed many rivals, and gained a lifetime of honor and prestige. Clan Leaders hold their position until dying in combat. Clan Leaders can go on to become sitting members on the council of Ancients.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elders&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Through strength I endure, through endurance I age. With age I grow wise, with wisdom I rise.&#039;&#039;&#039;&lt;br /&gt;
*The oldest, wisest and strongest of all Hunters within a specific clan.&lt;br /&gt;
*Elders are highly respected and honoured Hunters who act as teachers for young bloods and the unblooded. They are older Hunters who have made a name for themselves by becoming masters of specific skills. They will often lead hunting expeditions, and have near sole authority in choosing which members of the clan participate. Elders will vy to become Clan Leaders once their current Clan leader perishes.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;High Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Elders are selected by the Clan Leader to manage the Enforcers, they are responsible for dispatching Enforcers to deal with honor code breaches and in very rare cases handle things personally.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Elites&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strength is power.&#039;&#039;&#039;&lt;br /&gt;
*The Hunters who have proven themselves far stronger than their blooded clan mates. Often split into numerous ancillary roles.&lt;br /&gt;
*Elites are blooded Hunters who have obtained large amounts of honor, renown and prestige through many hunts and duels. Their words and deeds are highly valued and they often take on ancillary roles in their clans, such as becoming enforcers, shamans, taskmasters, adjutants, etc.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Enforcer&amp;lt;/div&amp;gt;&lt;br /&gt;
| These Hunters enforce the honor code for the clans. Hunters who break the honor code are disciplined by Enforcers. Minor breaches are met with severe beatings or mutilation, larger ones are dealt with via exile or gruesome execution.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Hound Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hell-Hounds (Kol-Kovn), therapsid like beasts are native to the Homeworld and have been used for countless centuries as trackers and herders. These beasts are cruel, highly aggressive, and require great skill to handle. Hound Masters are adept tamers of these beasts and can be found in most hunting parties.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Taskmaster&amp;lt;/div&amp;gt;&lt;br /&gt;
| There are many Hunters who are never selected to become Young Bloods. Those that are never selected continue on in life as unblooded members in society. Taskmasters put these Hunters to work and oversee them as they perform unforgiving and humiliating work for their clans.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Adjutant&amp;lt;/div&amp;gt;&lt;br /&gt;
| Hand selected by clan leaders, these Hunters ensure that discipline is maintained within the ranks of the clan.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Shaman&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Hunters have a polytheistic belief system worshiping a large number of gods and demigods. Shamans organize and oversee the many traditions and rituals associated with each god. The various clans have built countless temples over the eons, on the Homeworld and elsewhere. Orders of Shamans maintain and operate these temples.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Clan Councillor&amp;lt;/div&amp;gt;&lt;br /&gt;
| Selected to be representatives of the Elders these Elites are usually the intermediaries between other Hunters and the Elder Council. While their power over other clans is limited, they are to be respected and given the deference their title commands.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;With their honor proven, they take to the hunt.&#039;&#039;&#039;&lt;br /&gt;
*Blooded are warriors who have completed their clans rites of passage. Once blooded, a warrior becomes eligible to participate in the hunt and are recognized as honoured members of their clan.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Young Bloods&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The chosen must prove their worth.&#039;&#039;&#039;&lt;br /&gt;
Hunters who have hit puberty and have been chosen to take their clan’s rites of passage. This is a crucial point in life for all Hunters. Most rites of passage involve grave danger and tests of strength and courage, and not all Hunters succeed. Those Hunters that fail will either succumb and die to the challenges faced, or, will be forced to commit suicide should they fail their challenges but live.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Craft Masters&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mastery of a craft shows mastery of ones self.&#039;&#039;&#039;&lt;br /&gt;
*The members of the Worker Caste who have proven themselves true masters of their craft. While they will never rise to leadership positions, their word on their craft is widely respected by all Hunters.&lt;br /&gt;
*Each Hunter Clan only ever has one Master of each craft and upon the death of the previous Master all devotees of the specific craft partake in trials to prove who is worthy of taking their place. The current Clan Leader will hand pick the new Master.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; width=150|Title&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#777777;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Smith&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Smith of a Clan is perhaps the most coveted position within the Working Caste, long have they been held in the esteem of Hunters for creating the weapons and tools of the Hunters with deadly beauty and cold efficiency.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Architect&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Architect of a Clan is frequently consulted by the Clan when the desire arises to settle a new world, for their experience is crucial to ensuring the longevity of Hunter temples and other structures.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Shipwright&amp;lt;/div&amp;gt;&lt;br /&gt;
| The chief designer and builder of a Clan&#039;s ships, the Master Shipwright is required to approve the maiden voyage of any new spacecraft before it can be used, unless overruled by the Clan Leader or a majority of the Clan Elders.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Creator&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Master Creator of a Clan is the lead authority on research and development, they are responsible for the creation and testing of new weapons and devices for the Warrior caste and Worker caste alike.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Archive Master&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Archive Master is the keeper of all the knowledge and history a Clan posseses. They oversee the Chroniclers and maintain the Clan&#039;s records of momentous events, leaving the lesser events and happenings to the Chroniclers.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Master Artisan&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Clan Master Artisan is the Hunter responsible for adorning the tombs and sacred locations of a Clan personally. They hold dominion over all lesser artisans and are known to violently destroy the creations of their lessers should they not be up to standard.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;Cardinal&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Cardinal of a Clan is the greatest of all menders and attends directly to the Clan Leader and Elders. To be treated by the Cardinal while not the Clan Leader or an Elder is seen as a sign of great respect and deference.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Un-Blooded&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The unproven strive for their chance.&#039;&#039;&#039;&lt;br /&gt;
*Pups and adult Yautja who are either not yet of age to be chosen to become Young Bloods, or, have not been chosen to become young bloods after they have reached puberty. They have little to no honor to call their own. Should an unblooded pup come of age but not be chosen to become a young blood, then they become serfs to the clan, performing the lowest of tasks. Adult unblooded can be chosen to become Young bloods, but it is rare.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Slaves&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The lowest of the low. Beasts of burden and nothing more.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
The Hunters worship a Pantheon of Deities divided into different Rings, these Rings represent various aspects of life and existence for the hunters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Pantheon ===&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
|style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Genesis&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Genesis holds the twin suns of The Homeworld, Nytara and N&#039;ithya. It was these gods who fought the Titan Ger&#039;Cetanun and claimed the world for their offspring the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#00ff00;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Nytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of Creation.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;N&#039;ithya&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Life and Fertility.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Nature&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Nature holds the gods that symbolise the circle of life for the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#50f5b5;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Dtekale&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Women and birth.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Dhichak&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Wrathful Sands and Jungles.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Paya&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Hunt and Glory.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Tharda&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Feast.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Cetanu&amp;lt;/div&amp;gt;&lt;br /&gt;
| Titan and God of Death.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Creation&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Creation holds the gods of all things that come from the Hunters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#e69138;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Kehrite&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of the Forge and Fire.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Dlex&amp;lt;/div&amp;gt;&lt;br /&gt;
| Goddess of Lodges and Craftsmanship.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Kor&#039;Ma&amp;lt;/div&amp;gt;&lt;br /&gt;
| God of War and Lightning.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Knowledge&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Knowledge holds the gods that symbolise discovery and heritage. Their past, present and future.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#5291f7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;S&#039;ahul&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Wisdom and Courage.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Kytara&amp;lt;/div&amp;gt;&lt;br /&gt;
| Guardian of The Fallen&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Virtues&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Virtues holds the gods representing valued traits within the Hunter society.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#ffd966;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Gor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Mor&#039;tekai&amp;lt;/div&amp;gt;&lt;br /&gt;
| The Twin Demigods of Justice and Honour.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Strength&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Strength holds the gods of power and might, those that represent the Hunter&#039;s physical traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b50000;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Kehrite Bhu&#039;ja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Training and duels.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Spirit&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Spirit holds the gods of resilience, those that represent the Hunter&#039;s mental traits and attributes.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#b7b7b7;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Nritja&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigod of Confidence and Bravery.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ring of Affinity&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ring of Affinity holds the gods of base emotions and traits. Those of instinct and primal behaviour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; width=150|Deity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:#c27ba0;&amp;quot; |Titles and Description&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:ClownPlaceholder.png|64px]]&amp;lt;br&amp;gt;Chiyte&amp;lt;/div&amp;gt;&lt;br /&gt;
| Demigoddess of Health, Love and Pleasure&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Archive ==&lt;br /&gt;
A comprehensive collection of Hunter Clans and their histories/information, along with any other notable pieces of work or information relating to or from the Hunters. &amp;lt;span style=&amp;quot;background:green&amp;quot;&amp;gt;Members of the predator council are highlighted in green.&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;Ancients (senators, whitelist overseers and head staff) are highlighted in purple.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; border: none&amp;quot;&lt;br /&gt;
| style=&amp;quot;width: 100%; vertical-align: top;&amp;quot; | &amp;lt;tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Bo’ytill (Legacy Clan)&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Bo&#039;ytill, the Heathens.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FFCC00&amp;quot;&amp;gt;#FFCC00 - Tangerine Yellow&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Fortelian&lt;br /&gt;
|Kar&#039;ata&lt;br /&gt;
|Ancient&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #800000;&amp;quot;&amp;gt;No, It&#039;s a legacy clan. It can no longer be joined.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
======Overview:======&lt;br /&gt;
*The clan of the Bo’ytill’s was made up by different sects, each following their own style of life. These different styles of life made the clan interesting, however, it was still a clan and the ruling elders and the clan leader ensured that tradition was followed. Tradition like the blooding ceremony, and the fact that the Bo’ytill clan was a clan of heathens. Oftentimes, those persecuted for their beliefs, or lack thereof would come to the Bo’ytill’s to take on their way of life.&lt;br /&gt;
&lt;br /&gt;
======Location:======&lt;br /&gt;
*The Bo’ytill clan was hidden in an eastern quadrant of Yautja prime, far secluded from the others, as they habilitated their own way of life in a more isolated section of the planet. They used this to their advantage, the isolation enabling the ability to practice their heathen culture without being associated as outcasts in the standard Yautja culture. They also used the isolation as a benefit enabling them to hunt, without worry of outer distractions. But as we all know, nothing can last forever, and hunts to far away planets would occur.&lt;br /&gt;
&lt;br /&gt;
======Blooding:======&lt;br /&gt;
*The process to attain the status of blooded in the Bo’ytill clan was gruesome. It was like other clan’s blooding rites, but if you failed three times, you were dragged to a stone pillar, clamped, and the younglings who were worthy of their own lives killed you. The spot over the years had been stained with the greenish blood of the Yautja deemed unworthy to live. If you managed to survive the blooding process, and attained the status of blooded, you were given the respect you deserved. Kar-ata had succeeded in his blooding on the first attempt, as most did. It was not an easy task, but the elders didn’t want to kill off their youth, and so they ensured that they were trained and taught well.&lt;br /&gt;
&lt;br /&gt;
======The Hunt:======&lt;br /&gt;
*The isolation enjoyed by the Bo’ytill’s enabled them to hunt without worry about interference of other clans or outer impacts, yet over time, prey dwindled. The fact that they lived in a world that had been ravaged by Cetanu made things a tad difficult. With this in mind, the elders permitted hunts outside of Yautja prime, far away on planets such as LV-624 and Shiva’s Snowball. With new hunting grounds open to them, the Bo’ytill’s hunts grew gruesome. Their savagery was intense, and they fought like beasts. Honourable beasts! They claimed many trophies for their glory, and their feasts were always hearty. Maybe even as much as a hunter’s heart.&lt;br /&gt;
&lt;br /&gt;
======Respect:======&lt;br /&gt;
*Respect and tradition. A large factor of the Bo’ytill clan was the respect. Your status earned you respect. Should you fail to respect them, the clan name, or the honor code, you were severely punished. Whippings were common for miscreants, and the loss of a mandible, or finger was not too rare either. In some cases, as a capital punishment, one would be chained to a coloumn and their dreadlocks removed. You followed the code and you listened to your elders, or you wouldn’t like the consequence, especially if important rules are breached. The working castes earned their pride through their crafts, yet the truly honorable were the hunters, those who could prove their worth and deserving of respect on the hunting grounds.&lt;br /&gt;
&lt;br /&gt;
======The Sects:======&lt;br /&gt;
As stated in the overview of the Bo’ytill clan, there were different sects, or branches of the clan. Listed below are some of these sects. They each have their own hierarchy, but it has no authority over those outside of its own, and the leaders inside are still subject to the rule of the clan elders.&lt;br /&gt;
*One of these was the Thwei, a word which means “Blood” in the language of the Hunters. They were a group that was renowned for their bloodlust. It was they that had first come to the elders, seeking permission to extend their hunts deeper. With the request approved, Thwei was hunting on planets all around the galaxy.&lt;br /&gt;
*Another of the sects was The Forgers of N&#039;ithya D’lex. N’ithya being rock, or Earth, and D’lex being a strong crystalline material used for building. Both warriors and forgers belonged to this sect, the forgers themselves were often the primary workers, but warriors and blooded interested in crafting their own weapon often came to learn and make a blade suited for their own style of fighting. This sect was somewhat secluded inside the original stance of the Bo’ytill culture, for the reason that they respected the Goddess Dlex, in secret. Not worshipped, no, respected, acknowledged, but never worshipped.&lt;br /&gt;
*The Bhu’ja Dekna. Those of the Bhu’ja Dekna tracked their prey and prepared. They always planned ahead. Moved for weeks on end, moving from target to target, trying to find one who was truly worthy of a fight. They carefully picked their target, stalked, and struck. Careful was their name, precision was their game. Their hunting skills were on par with the Thwei, but their style varied greatly. They were robust at all manners of tracking, and knew when the time was right to strike. But never did they dare breach the honor code, hunting a weakened target, or such, for they knew the dishonor would net them a heavy punishment by the elders.&lt;br /&gt;
*The Mo&#039;ta&#039;yar. The name alone being mentioned is enough to put an entire room to silence. It stood for ‘Keepers of the Code’, as the sect’s sole purpose was ensuring the Honor Code is followed, severely punishing those who broke it. Such sects existed in practically every clan to this day, it was found by no other than the Bo’ytill’s founder, Mateon-O.  The sect had one of the most important duties of them all, to protect the honor of the clan by severely punishing those who break it, from severe beatings to executions, the Enforcers never failed in their task. Such an important wing of the clan was entrusted to no one else but the Clan Leader’s mate, Ma’tak-O. Se held the rank of High Enforcer, one of the many duties an Elder may be chosen for. Ma’tak-O expected nothing less from her mate, he began recruiting from the Elites of the clan for the sect, for there was no enforcing of the Honor Code without the Enforcers. &lt;br /&gt;
&lt;br /&gt;
======Founding:======&lt;br /&gt;
&lt;br /&gt;
Matean-O, an elder of Na’Kuel, one very worshipping and praising of gods, seeking that everything he did pleased their gods. However, after multiple encounters, and failures to please these gods Matean-O, enraged, stricken and determined that the gods were false and his whole life was a lie, fled. He took his mate with him, and rallied any others that should follow, this of course enraged the elders, in which they ordered Matean-O to leave, driving him far to the Eastern Quadrant of Yautja Prime, the Bo’ytill’s new resting place for the years to come. Word was quick, as the clan was small. They adapted the name Bo’ytill’s, Bo’ytill standing for True-Seer, or Perfect sight, adopting this name, as Matean-O fully convinced the Bo’ytills that their decision and sight was correct, the gods were false, and they would make, and alter their destiny, not some false idols...&lt;br /&gt;
&lt;br /&gt;
Lokath’Dag looked to Matean-O and calmly said “Matean, you have come before us on, as you say, a matter of extreme urgency, tell us. What is the problem?”&lt;br /&gt;
The elders looked expectantly at Matean-O, who began by saying, &lt;br /&gt;
“Years. For so many years I worshipped the gods above all else. But do you know what came of that?”&lt;br /&gt;
At this, the elders looked towards one another, then turned back to Matean-O. &lt;br /&gt;
“Nothing! Those… those gods are nothing but children’s tales! Meant to keep us in line. They are nothing! I devoted everything to them, but I got nothing in return, not even acknowledgement!”&lt;br /&gt;
“Where are you going with this, Matean-O?”&lt;br /&gt;
“It’s over. These so-called ‘gods’ are not in any way real. Can’t you see that?”&lt;br /&gt;
Lokath&#039;Dag nodded to himself, then looked back and forth to the others. They nodded in unison. &lt;br /&gt;
“Go.”&lt;br /&gt;
“What?” Matean-O took a step back, startled. “You won’t even hear me out?”&lt;br /&gt;
Lokath&#039;Dag slowly stood up and walked over to Matean-O. &lt;br /&gt;
“No Matean. You have disrespected our ways! You have brought shame on yourself, coming to us like this! You, of all people. I cannot believe what I am seeing.” Lokath took a step back and calmed himself down before saying.“Matean. I do not know what has gotten into you. Go home and think. Think about what you’re saying. Rest my friend.”&lt;br /&gt;
&lt;br /&gt;
That night Matean made up his mind. He went to his mate, and had them get ready to leave. After getting everything ready, Matean went to face the elders. For what he hoped would be the last time.&lt;br /&gt;
“Matean, at this time of hour? Have you come to your senses?”&lt;br /&gt;
“It is you who must come to your senses Lokath. You still don’t get it, do you? I must say I pity you.”&lt;br /&gt;
“It is I who pity you Matean. You know that you are no longer welcome here. You must go. Far. Far east. And never return here. You are no longer welcome.” Lokath, sighed, before turning back and leaving the room.&lt;br /&gt;
“I will miss you old friend.” Matean said, but alas, only the empty chamber heard it…&lt;br /&gt;
&lt;br /&gt;
Matean took his mate, and those who he had managed to convince, and fled, heading due east. To start a new life for himself. But not only for himself. He was going to start his own clan, one where you weren’t punished just because you didn’t worship idols. He named his clan “Bo’ytill” which means True-Seer, or Perfect Sight. For he had seen the truth. And he wanted to share it. He wanted to share it with everyone he could.&lt;br /&gt;
&lt;br /&gt;
=====Clan Sigil=====&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Boytill_Sigil.png|128px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written collectively.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Djar’ce&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Djar’ce, Scions of Justice.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7CFC00&amp;quot;&amp;gt;#7CFC00 - Lawn Green&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|democrack&lt;br /&gt;
|Kha&#039;jas&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Joooks&lt;br /&gt;
|Haib-meya&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Biolock&lt;br /&gt;
|Bhu&#039;ja&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|westover&lt;br /&gt;
|Tau’ke&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM democrack.&amp;lt;/span&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
https://docs.google.com/document/d/1dbt3Ug_0rXHxhL22ZNOfgEneUnpr_7t692SDnDycHyU/edit?tab=t.0&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written originally by mrmoon, made soulful by Joooks.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Ktal’t&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Ktal’t====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#606060&amp;quot;&amp;gt;#606060 - Dark Grey&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|UntoldTactics&lt;br /&gt;
|Thwu’Kril-Kat&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|M4L4SS4S&lt;br /&gt;
|Uahtan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|piterskiy&lt;br /&gt;
|Njila’Ost&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM piterskiy.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
*Njila’Ost, a lone hunter, successfully proved his worth after killing a predalien. After witnessing all the human experiments on the planet he hunted down his target at, he couldn’t get rid of that one single thought in his head - “Disgusting. Mutants.”&lt;br /&gt;
But he quickly embraced it, assuring himself that he was simply born with a noble task to hunt down and kill all these creatures that shouldn’t exist. But Njila’s latest near-death experience raised one simple issue - if he dies, his noble task dies with him. So instead of leaving it as a thought, Njila decided to turn it into an idea, thus marking the creation of the Ktal’t Clan.&lt;br /&gt;
Clan Ktal’t has no particular God they pray to, they don’t care about cultivating their wealth or reputation amongst the other clans. The only thing they care about is their noble goal - elimination(or, in rare circumstances - capturing) of all mutated species they encounter. This includes the results of human experiments, unusual serpent kinds and any other mutated creatures in the outer worlds and, of course - predaliens. The teaching of Clan Ktal’t dictates that the existence of these creatures is foreboding, and will eventually lead to a devastating event that was named as “Akt Dato’Par”, or better known as “The Great Fall” - a great extinction abroad the galaxy. All animals, all creatures, all races, including Yautja - everything will be sent into nothingness.&lt;br /&gt;
&lt;br /&gt;
Though hunting mutants is considered as their main task, that doesn’t mean that’s all they do. The second most important task they have is to collect information about human’s secret activity, serpent infestations or really any planets that could hold life on it, as there’s a risk that mutants could be located on them.&lt;br /&gt;
&lt;br /&gt;
Despite the clan having a straight-forward “speciality”, their blooding ritual does not include killing any mutants, but it is still hard. Hard enough to turn most of the testees into mutilated corpses that no one will probably ever remember.&lt;br /&gt;
The youngling is sent to a large, hostile planet; every day they receive a task they must complete. A total of three of them.&lt;br /&gt;
Day one, scouting: the testee has a mission to locate 20 different hostile creatures and gather any information about them, which includes, but not limited to: daily routine, their nest location, their position in the local food chain, their behavior in and out of battle, their weak and strong sides and so on.&lt;br /&gt;
Day two, hunting: the unblooded one gains a task to hunt down and kill five different hostile creatures they choose; they are free to use any worthy equipment they have, though they are not allowed to use any healing equipment or crystals. Not even after the battle, until they fully complete their task.&lt;br /&gt;
Day three, survival: the young hunter receives a simple task - survive for the rest of the day. But here’s a thing - they are stripped of all of their gear and equipment, and the only weapon they have is their bare fists. This is where most of the unblooded warriors fail and die, since the local fauna consists of not only hostile creatures, but even hostile plants that are deadly enough to deal a fatal blow to a yautja, not even mentioning mere humans.&lt;br /&gt;
&lt;br /&gt;
Ktal’t is a small clan, and is expected to stay that way. Only the best of the best are chosen for the noble task. To keep the galaxy clean of the abominations and mutants. To keep the Hunt going.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written by piterskiy.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Luar’Ke&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Luar&#039;Ke, the Shadow Walkers.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#606060&amp;quot;&amp;gt;#606060 - Dark Grey&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;forest2001&lt;br /&gt;
|Kjhute&lt;br /&gt;
|Ancient&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Ordosian&lt;br /&gt;
|Xaros An&#039;th&lt;br /&gt;
|Leader of the An&#039;th sect.&lt;br /&gt;
|-&lt;br /&gt;
|sora9567&lt;br /&gt;
|Ryl’Ky&lt;br /&gt;
|Elder&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|jarektheraptor&lt;br /&gt;
|Kai&lt;br /&gt;
|Elite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Moonshanks&lt;br /&gt;
|Zabin&lt;br /&gt;
|Blooded&lt;br /&gt;
|[https://docs.google.com/document/d/1u2cEKLGV072J3qWMAKstLY8ypdKYIAbYet98GcZWpeo/edit?usp=sharing Zabin Luar’ke]&lt;br /&gt;
|-&lt;br /&gt;
|XQ&lt;br /&gt;
|Al’Din&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Suriyel&lt;br /&gt;
|Inar-Tar&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|NatsukiKiyoko&lt;br /&gt;
|Ju’dha&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Dubszor&lt;br /&gt;
|Krau-Tar An’th&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Pedroca2lcuas&lt;br /&gt;
|Aihta&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Sirhelgate&lt;br /&gt;
|Mir&#039;kada&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM forest2001.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
*For as long as Hunters have traveled the stars, there has always been a lingering concern: what happens when equipment falls into the wrong hands? One solution was the self-destruct mechanism within every Blooded’s wrist-bracer. However, there was still a further problem should a Hunter be incapacitated or killed before the Self-destruct mechanism is triggered. In most situations, the fallen’s clan would be responsible for retrieval/destruction of the lost gear or bodies. However, in the event of a tomb being desecrated or a similar situation that requires discretion, a specialist is an option. Clan Luar’Ke is an otherwise average clan on the surface, to discourage interlopers or those who would interfere in their duties. Most Blooded members of Clan Luar’Ke are trained heavily in infiltration and achieving their objectives with minimal footprint through Ikthya-de Chiva, the Umbra Trials.&lt;br /&gt;
*In the event their services are required, a seeker is notified by a Clan Luar’ke intermediary and through the proper channels is provided the circumstances and details surrounding the missing gear/body: last known location of the items in question, possible events surrounding the lost items, and potential obstacles that would be in the seeker’s path. The seeker is not informed to which clan has made contact, or which clan the missing gear belongs to. The only relevant information is anything that assists the seeker in accomplishing their objective. The seeker is then sent in either solo or in a very small team to resolve the situation. The seeker or seeker team typically has compartmentalized objectives to accomplish:&lt;br /&gt;
# Locate and retrieve/destroy all lost pieces of equipment as well as Hunter corpses if applicable.&lt;br /&gt;
# If any research or data has been accomplished involving Hunter biology or equipment, destroy or render said data/research useless.&lt;br /&gt;
# Leave no/minimal evidence of Hunter involvement.&lt;br /&gt;
# Keep damage to structures and environments to a minimum unless necessary for success of objectives 1 through 3.&lt;br /&gt;
*Upon success of gear and body retrieval or destruction, the seeker or seeker team notifies the intermediary who then arranges a delivery of the missing equipment, or informs the clan of the resolution. The seekers of Clan Luar’Ke are never to know which clan they assisted, nor will the clan involved ever know who assisted them. There is no room for glory or validation in such a crucial task, Clan Luar’Ke will do it because it must be done.&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written by Sora9567.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Nhon&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Nhon, the Knowledge Seekers====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#3F87D4&amp;quot;&amp;gt;#3F87D4 - Cyan-Blue&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|stalkerino&lt;br /&gt;
|Ah’kui&lt;br /&gt;
|Ancient&lt;br /&gt;
|-&lt;br /&gt;
|CastorTroy23&lt;br /&gt;
|Lang’Kell&lt;br /&gt;
|Elder&lt;br /&gt;
|-&lt;br /&gt;
|Lagomorphica&lt;br /&gt;
|Nurn’Cexyk&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Nivrak&lt;br /&gt;
|U’ta&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|kola506070&lt;br /&gt;
|Ikar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Lolvax1&lt;br /&gt;
|Ya’yi&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #800000;&amp;quot;&amp;gt;No.&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
======Overview:======&lt;br /&gt;
The Nhon Clan is often regarded as one of the few remaining purely confident clans, often boasting so many young they had to inhabit a whole planet, one where they are often found hosting prolific gladiator matches in the cities testing the young in Blooding Rituals. Nhon members are often known for being the most unashamed hunter, often just walking around without using their cloaking device to test the prey nearby, anyone who had the guts to challenge them would often find them on the floor with their helmets missing afterwards as a trophy, a Nhon trademark. The clan is much more than that, boasting many academic schools of teaching, some featuring; anatomy, psychology, philosophy, and of course the art of war and the act of hunting. While also having many sources of literature which is often looked down upon, however many elites and elders might want to chronicle their life for the young ones to find inspiration and drive to become the best yautja ever. The clan is much more of a society that was looked down upon for their vast knowledge in anything they could come to possess.&lt;br /&gt;
&lt;br /&gt;
======Location:======&lt;br /&gt;
The Nhon clan have expanded so much over the years they can come to inhabit a planet known as Jiralhos, this planet large enough to be habitable for many species for the Nhon clan to hunt and still live peacefully in their multiple cities spanning acrossing the globe. The cities have vast variety in each depending on the sect of Nhon you find yourself in, from marketplace, schools, temples, and coliseums the cities have a lot to offer for the Nhon members. Multiple sects are known for having their very own species preservation which consists of a vast ecosystem filled with multiple strong creatures to hunt and observe for the Nhon.&lt;br /&gt;
&lt;br /&gt;
======Blooding:======&lt;br /&gt;
The Nhon clan blooding ritual is a much tougher ordeal than is standard, due to high expectations the leaders have for every hunter, and the principles the clan tends to follow. In order to even attempt the ritual, an Unblooded must meet the following criteria:&lt;br /&gt;
&lt;br /&gt;
- A tie or greater in a spar versus a Blooded hunter.&lt;br /&gt;
- A passing score on a mental aptitude test.&lt;br /&gt;
- Has made active contributions to areas of learning or debate.&lt;br /&gt;
- A vouch from a Blooded hunter (not the one they sparred with, however).&lt;br /&gt;
&lt;br /&gt;
Once an Unblooded has qualified for the Blooding Ritual, they are taken to a gladiatorial arena located on the Nhon homeworld Jiralhos. This is where they must pass two trials:&lt;br /&gt;
&lt;br /&gt;
The Trial of Prowess - Two human gladiators are released into the arena, the Unblooded’s objective is to defeat the two gladiators without killing them, if the gladiators land four hits (two each) on the Unblooded, the trial is failed. If the gladiators are killed, the trial is failed. The objective of this trial is to prove that the Unblooded has the precision, prowess, and restraint enough to accomplish victory without killing anything in an outnumbered battle.&lt;br /&gt;
&lt;br /&gt;
The Trial of Solidarity - Once the gladiators are defeated, a Tier Three R’ka (usually a Praetorian or a Ravager) is released into the arena. The Unblooded’s goal is to kill it, however after sixty seconds, Tier One R’ka will begin being released into the arena. The Unblooded MUST NOT kill any Tier One R’ka, their only goal is to kill the Tier Three and escape the arena with the body intact. This will become their first trophy and allow them to become a Blooded member of &lt;br /&gt;
the Nhon clan.&lt;br /&gt;
&lt;br /&gt;
Failed Rituals&lt;br /&gt;
&lt;br /&gt;
In the Nhon clan, Unbloodeds who have failed the Blooding Ritual will be forced to work as a pseudo-slave for one of the busier Blooded members for five years. While it is a distinctly unpleasant experience, there have very rarely been hunters who failed again after enduring these gruelling years.&lt;br /&gt;
&lt;br /&gt;
======The Hunt:======&lt;br /&gt;
The hunt is considered to be the Nhon Clans favorite activity.&lt;br /&gt;
&lt;br /&gt;
======Respect:======&lt;br /&gt;
Leader Rhuu’Nhon’s Helmet Stash&lt;br /&gt;
&lt;br /&gt;
Amongst some of the Nhon hunters, there have been many rumblings about Rhuu’Nhon’s trophy collection. Many have seen Rhuu take helmets for trophies, but her trophy room contains none of them. In addition to this, there is an unmarked attached room by Rhuu’Nhon’s private quarters, that she does not let any hunters enter. This has all but confirmed, in the eyes of her clan members, that she keeps an entire private room exclusively for helmets she has collected, which they consider quite amusing.&lt;br /&gt;
&lt;br /&gt;
Nhon Artists&lt;br /&gt;
&lt;br /&gt;
Many of the creative Blooded clan members within the clan have taken up “art”, after one of the hunters brought back a human artbook, and the competitive blood within them sparked a desire to prove they are better “artists” than any human. The art faction is constantly growing, now having their own dedicated rooms and even beginning to map out their own hub.&lt;br /&gt;
&lt;br /&gt;
Statue of the Founder&lt;br /&gt;
&lt;br /&gt;
In the central hub of the Nhon homeworld Jiralhos , there is a statue that was built hollow, and the body of the founding member was placed inside. None of the hunters have found any records as to why this was done, but they do not deny that it makes them feel closer to the Founder. Some hunters believe that every few years his spirit returns to gaze upon the clan he built once more.&lt;br /&gt;
&lt;br /&gt;
Hot Blood&lt;br /&gt;
&lt;br /&gt;
Due to the constant self-improvement philosophy of the clan, many of the hunters within it possess extremely competitive personalities. The desire to prove they truly are the best is so prevalent that entire days have been spent bickering over things as minor as handwriting and effigy crafting.&lt;br /&gt;
&lt;br /&gt;
Other Clans&lt;br /&gt;
&lt;br /&gt;
The official status that the Nhons have towards other clans is, generally, “We’re smarter than you, and better hunters too!” However, when another clan demonstrates knowledge or prowess that is largely unknown to the Nhons, they will usually send emissaries or powerful hunters to try and gain the knowledge they’re missing out on. Truly incorrigible.&lt;br /&gt;
&lt;br /&gt;
======The Sects:======&lt;br /&gt;
(N/A)&lt;br /&gt;
&lt;br /&gt;
======Founding:======&lt;br /&gt;
K’zar-Nhon&lt;br /&gt;
&lt;br /&gt;
K’zar-Nhon was the first and founding member of the Nhon clan, exiled from his birth clan for not being enough of a “hunter” in the clan’s eyes, he turned to creating his own clan of hunters to spread his way of hunting and living to others, in the hopes to one day create the perfect Yautja - both a scholar and a hunter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written collectively.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Teer&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Teer====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF99CC&amp;quot;&amp;gt;#FF99CC - Light Pink&amp;lt;span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|IsProbablyCatto&lt;br /&gt;
|Zo’dtaal&lt;br /&gt;
|Ancient&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|niktwazny&lt;br /&gt;
|Cauh’ka&lt;br /&gt;
|Leader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|S5nt&lt;br /&gt;
|Qor’nok&lt;br /&gt;
|Elite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|FrankTheMagicPotato&lt;br /&gt;
|Pau’thi&lt;br /&gt;
|Elite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|gnorse&lt;br /&gt;
|Na’kaar&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Foxtrot1322&lt;br /&gt;
|To’jan&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|ThesoldierLLJK&lt;br /&gt;
|Moka Chiva&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #FFFF00;&amp;quot;&amp;gt;Case by Case, DM niktwazny.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
=====History:=====&lt;br /&gt;
* The earliest records of the Teer clan date back to a few millennia ago, with little being known about them, save for the ill fate that befalls most of their foes. Based on the resource abundant system of Dán, many clans have expressed their envy over such a system, as control of it would be able to boost their own capabilities many times over. Perhaps their most well known incident which sparked their fame and began their ascent into greatness would be their clash with the Nash clan, a rivalling clan which outnumbered them greatly. Anyone of sound mind would believe the Nash clan to easily crush the Teers and perhaps they themselves believed so too as they soon led their entire clan to battle, hoping to claim both an easy victory and the Teers’ many resources. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; It was clear that the Teers had little chance of winning when they brought a measly fifteen ships versus a grand fifty and yet, even amidst the lasers and the wreckage of their own ships, Na’Teer, the clan head at the time, boarded the enemy flagship with a small party. He wreaked havoc amongst the ship, disrupting communication between the entire Nash fleet and also duelled Bo’Nash, the leader of the Nash clan. It was unknown who won between them for a great deal of time, the battle between the two fleets coming to a standstill and yet to everyone’s utter surprise, Na’Teer emerged victorious, bringing the head of Bo’Nash with him and thus ushering in a new era for the Teer clan as a whole. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; In recent times, they’ve begun to change their philosophy, hoping to expand their control over the galaxy much more rapidly than before and have thus turned their eyes towards a few new sectors. Continuing their pursuit of quality over quantity has truly given them an advantage over all but the most numerous of foes, with their own initiates being a cut above those of other clans.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Thar’n&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Thar&#039;n, the Ancient Architects ====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#7851A9&amp;quot;&amp;gt;#7851A9 - Royal Purple&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SpartanBobby&lt;br /&gt;
|Tarei-da&lt;br /&gt;
|Leader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|sleepynecrons&lt;br /&gt;
|Th’syra&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;Bancrose&amp;lt;span&amp;gt;&lt;br /&gt;
|Lok’tar&lt;br /&gt;
|Ancient&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:green&amp;quot;&amp;gt;CCRWasHere&lt;br /&gt;
|Jall&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|carlarc&lt;br /&gt;
|Ajah-Tah&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #800000;&amp;quot;&amp;gt;No.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Contact SpartanBobby#3214 for lore&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Clan Ul’uan&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Ul&#039;uan, The Accursed Tribe====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #70623f&amp;quot;&amp;gt; #70623f - Gold Dust&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:green&amp;quot;&amp;gt;MeH0y&lt;br /&gt;
|Vek&#039;Sol&lt;br /&gt;
|Clan Leader &amp;amp; Seer&lt;br /&gt;
|-&lt;br /&gt;
|Nomoresolvalou&lt;br /&gt;
|Ezta&#039;ntxal&lt;br /&gt;
|Elder, Bonemelder&lt;br /&gt;
|-&lt;br /&gt;
|Cyberdie&lt;br /&gt;
|M&#039;had&lt;br /&gt;
|Elite, Healer&lt;br /&gt;
|-&lt;br /&gt;
|An a jay&lt;br /&gt;
|Okoup&lt;br /&gt;
|Zealot&lt;br /&gt;
|-&lt;br /&gt;
|bishopil&lt;br /&gt;
|Illawi&lt;br /&gt;
|Shaman&lt;br /&gt;
|-&lt;br /&gt;
|BeagleGaming1&lt;br /&gt;
|Zaun&#039;tuin&lt;br /&gt;
|Keeper&lt;br /&gt;
|-&lt;br /&gt;
|jarektheraptor&lt;br /&gt;
|Ki&#039;aii&lt;br /&gt;
|Butcher&lt;br /&gt;
|-&lt;br /&gt;
|M4L4SS4S&lt;br /&gt;
|Ahanu&lt;br /&gt;
|Bonemelder&lt;br /&gt;
|-&lt;br /&gt;
|Frans_Feiffer&lt;br /&gt;
|Ar&#039;khan&lt;br /&gt;
|Hunter&lt;br /&gt;
|-&lt;br /&gt;
|Donman12&lt;br /&gt;
|T&#039;kalkuk&lt;br /&gt;
|Butcher&lt;br /&gt;
|-&lt;br /&gt;
|LambdaSucks&lt;br /&gt;
|Dua&#039;Teh&lt;br /&gt;
|Beastmaster&lt;br /&gt;
|-&lt;br /&gt;
|RGBDeadSilent&lt;br /&gt;
|Vael&#039;uhn&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
====Recruitment Status====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #ffb617&amp;quot;&amp;gt; RESTRICTED: Contact MeH0y for Details.&amp;lt;span&amp;gt;&lt;br /&gt;
=====Overview=====&lt;br /&gt;
*The tribalistic Yautja of Clan Ul’uan represent the perpetuation of the primitive way of life that was once enjoyed by all members of their race prior to the destruction of the home world centuries ago. Nomadic, and accustomed to the deserts and putrid swamps in which they live, the Clan avows itself to a pursuit of spiritual devotion and hesitates to embrace the technology that the larger Clans have developed over the centuries and lending themselves to material practices, relying on only the necessities to participate in the broader Yautja customs. &lt;br /&gt;
&lt;br /&gt;
The wounds inflicted by the desolation of their world run deep in Clan Ul’uan far into the future, where the bulk of Yautja society adorns their best with honor and glory, the focus of the Ul’uan is one of survival, prostration, and shame, begging their Gods for forgiveness, and praying that they may find strength. The belief that is most central to the Ul’uan is that they are an accursed tribe, and that their cruel circumstances are a direct result of the actions of their forebearers, resulting in the punishment enacted on them by Cetanu, the idol of death, and the most important figure in the Ul’uan pantheon.&lt;br /&gt;
====Beliefs====&lt;br /&gt;
*The Clan abides by a similar honor code to the rest of Yautja society, however, looks down upon the use of superior technology in some cases. The Ul’uan have a strong sense of caution and modesty and look shamefully upon those within their tribe that demonstrate hubris or arrogance.&lt;br /&gt;
&lt;br /&gt;
The Ul’uan occupy a region of Yautja Prime that is mostly comprised of arid badlands and festering swamps, which is, while habitable to a degree, extremely unforgiving and difficult to occupy. The Clan members believe that this exile to desolate lands is a punishment set upon them by the Gods and take no thrill or leisure in the act of hunting prey. The prey they do hunt is done for the sake of survival and is viewed as sacred by the Clan members. The Ul’uan rarely take trophies of dangerous creatures indigenous to their lands as a display of courage and pride, but often take smaller tokens to affix to their weapons and armor, or to make charms and talismans to pay homage to the Gods for the gift of prey. The Ul’uan consume all prey they hunt, and to not utilize or waste the carcass of a creature is considered a great insult to the Gods, or the Hunter. &lt;br /&gt;
&lt;br /&gt;
The Ul’uan have a unique reverence for the god Cetanu, however not one of admiration, but of fear and respect. The Clan members believe Cetanu to be a vengeful God, and that it is the duty of the Ul’uan to provide appeasement, lest another cataclysm occur. This duty is carried out through various religious practices and rituals, as well as the core cultural aspects of the Ul’uan, and their modest way of life. The Ul’uan believe that a reliance on technology developed by larger Clans during the Reformation period is an advantage gained, but not earned, and that overuse will cast them out of favor with the Gods and void their sacred exile. &lt;br /&gt;
====Practices====&lt;br /&gt;
*The Clan largely sustains its population of several hundred members at any given time by moving periodically throughout their lands in accordance with the seasons so as to not upset the ecological balance of their consumption and the stock of wildlife. &lt;br /&gt;
&lt;br /&gt;
The aforementioned indigenous creatures in the swamps and desert are particularly dangerous, and hostile to the Yautja. Saar-Qa; six-legged reptilian beasts with caustic venom proliferate in the acrid swamps, while the arid regions are dense with the Ful’n; aggressive scorpion-like creatures, armored with thick carapaces and equipped with deadly stingers. While a threat to the Ul’uan, the Clan depends on these creatures for sustenance and survival and send groups of several adult males of their clan to participate in hunts of these creatures to feed their tribe. When a hunting party returns to the tribe empty-handed, or the Clan members are bested by their prey, it is considered an extremely grave omen by the Ul’uan, and an indication that the Clan’s performance is displeasing to the Gods. To appease their idols, the sacred ritual referred to as Ul’azaar, or Exodus.&lt;br /&gt;
====Rituals====&lt;br /&gt;
*The most crucial ritualistic practice for the Ul’uan is Ul’azaar, or Exodus. Considered to be a form of sacred pilgrimage, the Exodus party is comprised of a group of Clan members, typically spanning several generations of Ul’uan, ranging from a younger unproven Yautja, to an experienced hunter, to a ranking Seer. The practice of Exodus is required when a failed hunt in their homelands occurs, and it is suggested that the Gods, specifically Cetanu, have become unamused by their exploits. To rectify this, the act of Exodus requires an expedition outside of their homelands to find, consume, and sacrifice an unfamiliar creature. The prey in question is often decided by rule of mysticism, and a profound vision the tribe’s Seer will typically have followed a failed hunt. &lt;br /&gt;
&lt;br /&gt;
In the earlier centuries, this would involve a journey to other continents on the Yautja home world, but as time would go on, the Ul’uan were often required to journey to far planets in search of their prey, sometimes lasting several years. Regardless of the technological advancement, strength, cunning, or overall danger imposed by the targeted prey, the Ul’uan in Exodus are required to perform the hunt and sacrifice with nothing but the primitive tools and weapon of their homeland. Only in the past few hundred years has the practice extended to the hunting of humans, but the rules of the pilgrimage remain the same. The Ul’uan are not a spacefaring tribe and rely on the cooperation of other Clans to allow the Hunters passage on their sacred mission, to which neighboring Yautja look upon with a sense of respect for their commitment to traditions, but pity for their lack of progress and ultra-conservative means. The Ul’uan are merely tolerated and allowed to participate in coincidental hunts. &lt;br /&gt;
&lt;br /&gt;
The sacrificial act of Ul’azaar requires several things; firstly, once the creature has been slain in accordance with Ul’uan practices, which is an offering to the God of the Hunt, the flesh must be stripped from the bones and burned as an offering to N’ithya, the Goddess of Life. Then, the skull must be removed from the body and cleaned, before being slathered with the creature’s blood. An altar must be built for the skull to be placed upon, as an offering to Cetanu, the Lord of Death. Finally, the remaining bones of the creature must be crushed and consumed by the Ul’uan, as an homage to Tharda, God of the Feast. Rarely does a single incident of this superfluous hunt occur during an individual Exodus pilgrimage, and it is believed that more favor will be earned with the Gods with a greater quantity of sacrifices, and difficulty of hunt. In more perilous times for the tribe left behind on the home world, the Exodus party has seen fit to hunt entire populations of species to near extinction in order to appease their Gods. Ul’uan are forbidden from consuming anything but the bones of their prey during the sacred mission, which often leads to Clan members succumbing to starvation in the midst of the journey. &lt;br /&gt;
====Tribal Structure &amp;amp; History====&lt;br /&gt;
*The Ul’uan Clan, as it is in the modern era, splintered off from the main Clans and spent the majority of its history in isolation from the burgeoning society under the care of the Council of Ancients, prior to the majority of the Reformation period and the establishment of the caste system and standardization of the pantheon. As a result, the Ul’uan society and culture developed in vast contrast to that of their more advanced neighbors following the conflagration of the planet. &lt;br /&gt;
&lt;br /&gt;
The de facto leader of the Ul’uan is not decided by means of strength, displays of courage or honor, or even age and experience, but by ritual. The Clan’s leader, known as the Seer, is chosen by rite of divinity, and is a tradition that has been passed down from the first Seer, Qur Ul’uan, an important spiritual figure and ancient ancestor of the modern Ul’uan, who guided his tribe through the events following the cataclysm. The Seer is chosen from amongst the youngest of the Clan through the Vul-Saathan, or Unseeing-Gaze, a ritual involving long periods of meditative isolation and ingestion of hallucination-inducing herbs and compounds found in the Ul’uan homeland. As a result of the claim to the leadership of the tribe being handed down, and not earned through trials of strength or spirit, the leader has sometimes been challenged through the tribe’s long history, resulting in perilous circumstances for the already dwindling Clan. &lt;br /&gt;
	&lt;br /&gt;
Outside of tribal leadership, the upper echelon of power and influence within the Clan is vested within its Shamen, the spiritual leaders aside from the Seer. Those who become Shamen do so by doing great deeds for their Clan, which may include the act of Exodus, the performance of sacramental rites on the behalf of the Clans honored dead, or apprenticeship following the Yual’aar, the Witnessing. &lt;br /&gt;
&lt;br /&gt;
The Witnessing is a ritual following a young Clan member’s first successful hunt, which may occur in the homeland, or during Exodus. Regardless of where the young Clan member’s first hunt occurs, the Witnessing must happen, and the ceremony is traditionally done to pay reverence to the actions taken by the first Seer, Qur Ul’uan. &lt;br /&gt;
&lt;br /&gt;
The first Seer prostrated himself before the God of Death in the era of the Cataclysm, as the conflagration of his world occurred around him, and begged for mercy upon him and his people. The world burned, and Qur Ul’uan heard nothing. Alone and forsake, the Seer bled himself and sat, awaiting the end. As the Seer’s green blood slowly drained from his body, his failing strength and faintness led himself to see visions of a path to a land cast encased in shadow, desolate, and fearsome. Gathering what was left of his meandering vitality, Qur Ul’uan gathered the scattering remains of his Clan and others, and guided them through the darkness, and the annihilation of Yautja Prime. The Ul’uan believe this vision was bestowed upon the first Seer so that the survivors of the destruction might find a path to redemption through their exile, and the tradition of their isolation was passed down through the generation. &lt;br /&gt;
&lt;br /&gt;
To pay homage to their honored ancestor, the young Yautja must themselves find a dangerous, desolate landscape, one ravaged by war, famine, or destruction, and they too must prostrate themselves before the Titan Cetanu, and drain their blood to near depletion amidst chaos, and make a series of offerings to the Death God, until a vision is received. This ritual is always overseen by a Shaman, and many perish during this process, but those that survive are considered Proven by the tribe. All Ul’uan are raised as Hunters, and taught to survive in their wasteland, but after Yual’aar, some often transition to different roles in the Clan, including craftsmen, healers, or stablemasters, as the Ul’uan utilize horse-like creatures native to their home world to navigate the hostile terrain of their lands and track prey great distances. Those that are able to receive a vision and become Proven are unquestioning in their faith and are near fanatically driven by their beliefs. &lt;br /&gt;
====Physiology, Weaponry, and Culture====&lt;br /&gt;
*The Ul’uan, native to the Taruul region of the Vaifurh sub-continent, have gained some significant physical differences to their more civilized brothers and sisters after centuries in genealogical isolation. The more prominent features include much stronger, and broader facial mandibles formed as a result of persisting off of bones for a large portion of their history, using their powerful jaws to crush the bones and consume the marrow within. The act of consuming the bones of a creature slain in the Hunt is a significant Ul’uan customary practice. Additionally, Ul’uan Yautja are typically slender in figure, and possess skin of darker pigment, likely adapting to their desert environment, living under the cruel heat of the twin suns. &lt;br /&gt;
&lt;br /&gt;
Traditional Ul’uan weapons are extremely primitive compared to the state of the art, and most hunters typically wield an axe of some for, due to its uses in both combat, and utility, as the butchering of large creatures is not easily done with a knife. Experienced Hunters in the Clan can be found to carry unique staves adorned with many charms and talisman constructed from the carcasses produced from previous Hunts. These staves are symbolic of a Hunters commitment to their craft, as the staff lacks utility in the process of consumption, as well as an homage to the first Seer, and his role as the shepherd. The shaman of the tribe, as well as the Seer, all typically carry staves. For other equipment commonplace amongst Yautja, the Ul’uan are significantly more limited, and the extent of the technology the Ul’uan possess, and are willing to utilize is near-antique forms for active camouflage systems, proto-wristblades, gauntlet shields. It is Ul’uan tradition to produce their bio-masks from the skulls of their prey, and the Ul’uan craftsman have mastered the art of molding and forming bones to their wills, a process called bone-melding. The Ul’uan absolutely revile plasma weaponry, as they see it as a tool of destruction, not one of careful cultivation and harvest like their more traditional axes and hatchets.&lt;br /&gt;
&lt;br /&gt;
Ul’uan hunting practices have developed over the centuries to compensate for the hostilities of their environment and their lack of advanced technology. Ul’uan Hunters rarely fight alone, and lengthily stalk their prey until they can find it isolated. Hunting parties typically act in groups of four, including three Hunters and one Shaman, to ensure the proper sacraments are undertaken. These the actual process of subduing the beast involves the three Hunters encircling the prey and slowly bleeding it to death over a period of time. This is sometimes done entirely on horseback with larger prey, but typically on foot with smaller prey. The Ul’uan prioritize flexibility in combat and the ability to maintain control of a situation. As previously mentioned, the Ul’uan primarily use axes for their combat, and supplement themselves with herbal remedies and traditional medicines. While the use of mind-altering or recreational compounds is frowned upon in broader Yautja society, the Ul’uan see certain narcotics and decoctions as a means to connect with the spiritual plane and strengthen their faiths, as well as access prophetic visions. While the concoctions created by the healers of the Ul’uan are primarily used for ceremonial purposes, some are even used to heighten senses in the Hunt. The traditional herbs are collected and refined by the Tribe’s healers before being traded to the Hunters, as the Ul’uan rely largely on a barter economy, and have no formalized currency. The exchange of medicinal herbs of many varieties, as well as the ceremony of consumption of these herbs is considered a sacred practice and demonstration of the respect Hunters have for each other and their Tribe’s ancient traditions. The herbs are often consumed by smoking through pipes fashioned from carved bones.&lt;br /&gt;
&lt;br /&gt;
====Tribal Ancillary Roles====&lt;br /&gt;
*Not too dissimilar from traditional ancillary roles, the following tribal roles exist within the Clan and serve unique purposes. Only Proven Hunters are given these roles, however aspiring prospects may seek to explore their future position.&lt;br /&gt;
&lt;br /&gt;
===Tribal Leadership===&lt;br /&gt;
*Seer:&lt;br /&gt;
&lt;br /&gt;
Responsible for the direct oversight of the tribe, a diviner of the Path, and the guide of their kin. Seer&#039;s a chosen sporadically, and are an important component and perpetuating rituals and traditions.&lt;br /&gt;
&lt;br /&gt;
*Shaman:&lt;br /&gt;
&lt;br /&gt;
A Shaman oversees the proper delivery of rituals and traditions by the Clan&#039;s members, whether it be hunting practices or funeral rites. Their participation in ceremonial hunts is crucial.&lt;br /&gt;
&lt;br /&gt;
*Zealot:&lt;br /&gt;
&lt;br /&gt;
Zealots are the willful arm of the Clan&#039;s mystics, and are responsible for dispelling challenges to the Seer&#039;s wisdom, and keeping the peace within the Clan.&lt;br /&gt;
&lt;br /&gt;
===Supporting Hunters ===&lt;br /&gt;
*Butcher:&lt;br /&gt;
&lt;br /&gt;
A Butcher is the Clan&#039;s foremost handler of corpses delivered to the tribe by its hunters. Processing of not only the meat, but the entrails, bones, tendons, and ligaments of the carcass are all done by a Butcher to ensure that none of the kill is wasted.&lt;br /&gt;
&lt;br /&gt;
*Healer:&lt;br /&gt;
&lt;br /&gt;
Healers are the resident experts in traditional Ul&#039;uani medicine, and use extensive knowledge of herbs, fungi, and other natural elements to create extremely potent remedies. &lt;br /&gt;
&lt;br /&gt;
*Beastmaster:&lt;br /&gt;
&lt;br /&gt;
A Beastmaster is a rare calling among the Ul&#039;uan, and is traditionally employed when the prey far outstrips the capabilities of the hunting party itself. Beastmasters are carefully trained and exceptionally gifted in the handling of dangerous animals, and often use tamed creatures as tools in the hunt.&lt;br /&gt;
&lt;br /&gt;
===Foundational Hunters===&lt;br /&gt;
*Bonemelder:&lt;br /&gt;
&lt;br /&gt;
Bonemelders are the Clan&#039;s primary craftsmen, and are well endowed in the ancient technique of, as their namesake goes, bonemelding, which is a method of softening and manipulating harvested bones to create the tools and armor of the Ul&#039;uani.&lt;br /&gt;
&lt;br /&gt;
*Stablemaster:&lt;br /&gt;
&lt;br /&gt;
The E&#039;wun are horse-like creatures native to the Taruul, and roam the deserts in sparse packs. The nomadic tribe depends on these creatures for transportation and aid in the hunt, as well as to haul their settlement from one location to the next. Stablemasters are their tamers and riders.&lt;br /&gt;
&lt;br /&gt;
*Keeper:&lt;br /&gt;
&lt;br /&gt;
Along the path of migration of the Clan, dozens of ancient, looming constructs have been built by generations of Ul&#039;uani craftsmen and masons. The forebearers of these monoliths are known as the Keepers, whose sacred duty is to maintain the familial tombs of the Clan&#039;s dead.&lt;br /&gt;
&lt;br /&gt;
====Clan Sigil====&lt;br /&gt;
[[File:Uluansigil.png|thumb|center]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;The Ul&#039;uani Clan Sigil represents the sweeping winds cutting across the Taruul, their homeland, entranced by the dance of the twin suns arcing across the sky.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Mei’ka&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Mei&#039;ka, the Maidens.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#9900CC&amp;quot;&amp;gt;#9900CC - Dark Violet&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Unknownity&lt;br /&gt;
|Shi&#039;rei&lt;br /&gt;
|Leader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Geeves (Legacy Member)&lt;br /&gt;
|Ka&#039;ruul&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Shirumic (Legacy Member)&lt;br /&gt;
|Lai&#039;asku&lt;br /&gt;
|Blooded&lt;br /&gt;
|[https://docs.google.com/document/d/1AsykOKGBrduGKAvaKOgDoPAhqyDVXzQLxDBWOSsys5o/edit?usp=sharing Lai’asku Mei’ka]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;NessiePendragon&lt;br /&gt;
|Oya&lt;br /&gt;
|Ancient&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|BlitzArde&lt;br /&gt;
|Mal’Kaia&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #FFFF00;&amp;quot;&amp;gt;Case by Case, DM unknownity.&amp;lt;/span&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
======Overview:======&lt;br /&gt;
* The Mei&#039;ka clan is a clan once filled with tragedy and now reformed as the ashes of the remaining members rose up to take back what is theirs. It was once an average clan and now it is a clan dedicated to Dtekale and their faith is all around her. The clan is made out of females only who have found a different desire and purpose where they would be shunned or even killed by other clans if known about it. Their desire is all about the Hunt to succeed and show Dtekale their might and skills and strengthen their spirit.&lt;br /&gt;
======Location:======&lt;br /&gt;
* The clan’s home is located in the southern quadrant of ████ Prime where religion isn’t as completely centralized thus other clans who live nearby do not mind how the Mei’ka clan portrays the Goddess Dtekale differently. Wherever the Mei&#039;ka clan is, there will always be a temple nearby dedicated to Dtekale. The clan is currently expanding its hunting outposts and temples beyond the home planet.&lt;br /&gt;
======Religion:======&lt;br /&gt;
* The Mei’ka clan is highly religious only towards a specific deity which is the Goddess of women and birth, Dtekale. The Goddess is portrayed differently by the clan, having a larger emphasis on women. The widows questioned why there is a god for women but not for men. They believe only certain females could become hunters. They believe the raw strength and strive for the hunt which isn’t common for females was a sign that they had Dtekale’s spirit within them. Their conclusion about why most females didn’t have the Goddess’ spirit was due to them becoming child makers and mates as it made them weak and lose their strive to hunt and rather stay at home. Not having the spirit of the Goddess was a sign of weakness for them and they would do anything to keep the spirit inside them or else they would lose their respect for their fellow sisters and be kicked out of the clan or be transferred to the working caste or turned into a serf.&lt;br /&gt;
======Blooding:======&lt;br /&gt;
* The Blooding rite for the Mei’ka clan is very demanding and difficult for most female Yautja as it revolves around the strive and desire to hunt which most females do not have. For one to complete their Blooding rite, they have proven themselves to bear the spirit of Dtekale. If they were to fail the rite, the un-blooded would receive harsh punishments in return, they were then taken to the clan’s Shaman for them to attempt to wake their spirit of Dtekale. If they failed the rite a second time, then they had no place in the clan’s finest and were given labor roles and remain unblooded for their life, that is if they lived.&lt;br /&gt;
* The Mei’ka blooding rite has 3 main principles:&lt;br /&gt;
# The rite must be considered already challenging to male hunters&lt;br /&gt;
# The main objective is to secure a trophy of the prey you were given to hunt&lt;br /&gt;
# You are required to be stripped of everything but a single spear and loincloths to achieve the same experience as Dtekale had during her age of being inside a mortal body&lt;br /&gt;
======Reputation:======&lt;br /&gt;
* The Mei’ka clan has an interesting reputation among other clans who know them, especially those who knew the Mei’ka clan before its revision. Due to the infamous disappearance of all the males in the clan, other clans believe they had to be involved with the disappearance as how could all the males disappear without a trace? Due to that, those who knew about the old Mei’ka clan, do not trust the current one and avoid them with their best effort. Because of the Mei’ka clan rejecting the traditional purpose of a female Yautja, they are generally disliked by traditionalists. Mei’ka views females of other clans as weak unless they are a part of the warrior caste and have no mate. Due to their stance about having a mate and becoming a child-maker, other clans have started calling them the Maidens.&lt;br /&gt;
======History:======&lt;br /&gt;
* Founded by Bokahn Mei’ka, the clan was originally just like any other clan as they had the same practices and standards. The clan had a special event that occurred once every four years and lasted two months where all the males in the clan went away to partake in a large hunting party and returned with a large feast to share with the females. Even the males in the working caste joined the event to help the warriors in particular activities where they couldn’t do it on their own. However one fateful event, they never returned. Their ship went missing and it couldn’t be tracked, the same goes for the gear the males had. They all disappeared without a trace and many conspiracies were formed by other clans who knew the Mei’ka clan. Some conspiracies talked about how the females sabotaged the ship and the gear to disable their tracking systems and sent the ship far into the unknown where it could never be found, some conspiracies simply say that the ship was sucked into a black hole or was completely disintegrated by unknown means. What was known is that they are all gone and will never come back. The remaining females in the clan were now called the widows by other clans and subsequently, the clan itself was called the widow clan. Instead of dissolving the clan, they decided to change it completely to the point of it being entirely different. They believed to be lucky to survive the extinction of their old clan, they believed Dtekale protected them and thus centered the clan around her and about women. The incident is now a reminder and curse to them, to never allow males into the clan or else they would suffer the same fate, not because they hated males or thought they were superior to them. The new founder Kay’ta Mei’ka returned the clan from its ashes and became a sanctuary for females who rejected their purpose to bear pups and have mates and rather focused on The Hunt. Currently, nobody still knows what happened to the males and the truth will never come to light.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Sigil=====&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;[[File:Meika_Sigil.png|128px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;sub&amp;gt;Clan Lore written by Unknownity.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan K’wii&amp;quot;&amp;gt;&lt;br /&gt;
====Clan K&#039;wii====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#CC0000&amp;quot;&amp;gt;#CC0000 - Crimson Red&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:purple&amp;quot;&amp;gt;JoeLampost&lt;br /&gt;
|Nan&#039;ku&lt;br /&gt;
|Ancient&lt;br /&gt;
|-&lt;br /&gt;
|NuggetsOnToast&lt;br /&gt;
|S&#039;kra&lt;br /&gt;
|Elite&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|SuprisedBaby&lt;br /&gt;
|Ta&#039;ruuk&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|InsaneRed&lt;br /&gt;
|Ruad’hri&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Arryn&lt;br /&gt;
|X&#039;arnen&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Reunification&lt;br /&gt;
|L&#039;lyen&lt;br /&gt;
|Blooded&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #CC0000;&amp;quot;&amp;gt;No.&amp;lt;/span&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
=====Overview:=====&lt;br /&gt;
Clan K’wii is a nomadic Yautja clan. Its members rarely are found to settle in one location. However wherever they appear in the galaxy they are bound to cause controversy amongst other hunter clans. Living very different lifestyles to most other clans, Clan K’wii place a high standard on all things material. Being a smaller clan they do not possess great forges and their expert smiths have long since perished. Original K’wii artefacts are rare and reserved for the highest in the clan. Clan K’wii acquires their goods and gear along their journey and it is a high dishonour to lose it. Yautja of the clan hunt for material gain, and never waste. Hide, bone, and skins of lesser prey are all valued. The higher prizes sought by these hunters however is the gear from other yautja, K’wii hunters recover gear from all fallen Yautja and add to their stockpile. A controversial action which has resulted in many honour duels over ownership of the gear. &lt;br /&gt;
=====Location:=====&lt;br /&gt;
Clan K’wii boasts a single yautja mothership named the dha-viath (Disaster). The vast majority of the clan lives on this presumably salvaged ship. It is a mess of a ship, consisting of parts from various different ships smashed into one hull. The paint job on the ship consists of a worn out silver and red colour. The ship itself is over 2000 years old, however next to no original parts are left on the ship. Over the years old, broken, and worn out parts have been replaced by newer and more advanced parts salvaged and acquired from other clan shipwrecks. A noticeable modification to the ship is the lack of a proper smithing area onboard. The old smithing area was converted into storage for acquired gear, as well as a shrine to Nritja.&lt;br /&gt;
=====Blooding:=====&lt;br /&gt;
Clan K’wii’s right of blooding is often regarded as harsh by lesser clans standards.The reason behind this being that their clan is constantly at odds with most other clans due to their nomadic nature. Clan K’wii’s right of blooding is equal to that of some lesser clans elite trials. Their Clan’s leader Nan’ku K’wii observes every blooding with an elite clan councillor to ensure the standards of his clan are kept.&lt;br /&gt;
&lt;br /&gt;
The unblooded are dropped on to a unspecified planet chosen by Nan’ku K’wii and a elite clan council member&lt;br /&gt;
&lt;br /&gt;
They are told to not use their: cloaking devices,plasma caster,any form of burner and are told to remove their masks (if the clan has any to spare at the time of the ritual).&lt;br /&gt;
&lt;br /&gt;
The young warriors are set upon the planet to hunt at least three serpents, and return with their trophies and spoils to contribute to the clan.&lt;br /&gt;
&lt;br /&gt;
Those who fail to complete this trial, will be pitted against the other failures in a fight to the death. The winner of this battle will be granted the right to retake the trial at a later date.&lt;br /&gt;
&lt;br /&gt;
Those who succeed in the trial will be honoured by the Clan Leader Nan’ku and granted their bracer and mask.&lt;br /&gt;
=====The Hunt=====&lt;br /&gt;
Every hunt begins with a quick ritual to Nritja. This ritual consists of saying a prayer and drinking a glass of akrei-non (fermented xeno blood mixed with fruit) in front of Nritaja’s shrine inside of the ship.&lt;br /&gt;
Yautja of Clan K’wii hunt in small groups to ensure gear recovery if necessary and the elders enjoy observing their younger hunters in combat. &lt;br /&gt;
If a yautja is to perish on the hunt their body will be recovered and returned to the mother ship to take place in a ritual at the shrine before being laid to rest.&lt;br /&gt;
It is common for hunters of Clan K’wii to create shrines/temples on worlds which facilitate their hunt, where they dedicate certain trophies to their pantheon demi-god Nritaja.&lt;br /&gt;
After each hunt concludes the spoils are gathered and presented to the clan leader so each hunter may demonstrate their contribution to the clan and further their standing.&lt;br /&gt;
=====Founding=====&lt;br /&gt;
Clan K&#039;wii Broke away from a larger clan who followed the pantheon of Chiyte&lt;br /&gt;
The founder Nan’ku got a vision from Nritja to give him the confidence and the bravery he needed to take his warrior sect and split from the clan before it fell into ruin.&lt;br /&gt;
The old clan was wiped out, K’wii is all that remains proving to Nan’ku that his vision was true, and his followers became ever loyal for saving them.&lt;br /&gt;
Nan’ku led a warrior sect and therefore lost the ancient knowledge of smithing and forging his own gear, leading to his clans need to fight for all they have.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name =&amp;quot;Clan Loxzil&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Loxzil, Arrogant Artisans====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #405515&amp;quot;&amp;gt; #405515 - Olive Drab&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:green&amp;quot;&amp;gt;MrSmiley316&lt;br /&gt;
|Quea’ak&lt;br /&gt;
|Clan Leader&lt;br /&gt;
|-&lt;br /&gt;
|matttheficus&lt;br /&gt;
|Mal&#039;rah&lt;br /&gt;
|Elder&lt;br /&gt;
|-&lt;br /&gt;
|Vending Machine&lt;br /&gt;
|La’Koll&lt;br /&gt;
|Elite&lt;br /&gt;
|-&lt;br /&gt;
|jesters_ballad&lt;br /&gt;
|Sadov&#039;Sei&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Edgardo1&lt;br /&gt;
|Muii&#039;ak&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Tobias_reaper&lt;br /&gt;
|Ov’raka&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #405515;&amp;quot;&amp;gt;Yes, DM MrSmiley316.&amp;lt;/span&amp;gt;&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
=====Overview=====&lt;br /&gt;
Clan Loxzil has a more recent history only spanning fifteen centuries. Its foundation was created by the Master Artisan Atla’tes-Loxzil after breaking away from Clan Uliz’bard due to perceived disrespect for his arts. He along with other artisans of Clan Uliz’bard who broke away to follow him set out and formed Clan Loxzil on the remote, arid planet of Buhiri. In doing so they also heavily modified the existing yautja pantheon to suit their own views of how everything was created, being dissatisfied with the existing interpretations that many clans follow. Of course this action he took has not painted the clan in any form of glory, instead being seen as a bunch of proud, arrogant, ignorant, and closed off artisans to those outside of the Clan. Those who are part of Clan Loxzil are known to create multiple different pieces of artwork and are all inspired by various hunts the members are required to go on before creating more and as part of their blooding ritual. They range in quality but the members within the clan are very self-centered and always view their own piece as the best. &lt;br /&gt;
=====Location, Places of Interest, Artifacts=====&lt;br /&gt;
Synopsis:&lt;br /&gt;
Buhiri is where Atla’tes-Loxzil decided to settle down after an organized ritual with Clan Shaman Lilyuz’cuz-Loxzil resulted in a vision of this planet as the tale goes. Buhiri is a remote, arid world with vast mountain ranges, and large swathes of arid savannah punctuated by a singular, large ocean covering an expansive, singular continent. Due to the hostility of the environment, Clan Loxzil tends to focus themselves either within the coastlines, or within the interior mountain ranges. Within Buhiri there are three major population centers, with numerous minor settlements and villages created to help support the population centers.&lt;br /&gt;
&lt;br /&gt;
Places of Interest:&lt;br /&gt;
&lt;br /&gt;
Atla’tes Citadel: The original residence of Atla’tes-Loxzil. Located at the exact center of the city. A series of lavish buildings in a compound atop a large mound that were constructed by hand. It is well ornate with various precious metals and artistic inscriptions of each hunt that Atla’tes-Loxzil took. Legend states that Dlex sent down a Hed’gauz-oocee to guide Atla’tes to this exact spot, after beating it in physical combat and bathing within its stomach acids, before using its brain pulp as ink to create the building design. This is also the location that houses the clan leader, and clan elders as they take up residence within the various buildings in the compound.&lt;br /&gt;
&lt;br /&gt;
The Hizxol’abe: A large, cube shaped building constructed from granite for the sole purpose of housing and presenting the clan&#039;s completed art pieces, as well historical texts, manuscripts and artifacts. Within its long and winding halls are housed the first completed pieces of art of every blooded member of the clan, subsequent pieces of art created by blooded individuals are then compiled in sections dedicated to themselves. For those that died honorably, their Jial-be’zil are put on display as well. &lt;br /&gt;
Migtcul’we: The primary religious center of Clan Loxzil, housing exquisitely designed shrines and prayer rooms dedicated to the members of their pantheon. Housed within are two large statues depicting Paya and Dlex slaying the Xrab’erild made completely out of quartz.&lt;br /&gt;
&lt;br /&gt;
Artifacts:&lt;br /&gt;
&lt;br /&gt;
Atla’tes-Loxzils Jial-be’zil:  &lt;br /&gt;
&lt;br /&gt;
A series of craft tools that used to belong to Atla’tes-Loxzil before he set off on his pilgrimage. All of the tools present are of the highest quality and almost seem divine in nature to those aware of its significance within the clan. However to outsiders these are an odd assortment of painter and craftsman tools of varying quality. There are two possible origins to these tools depending on who you ask; one states that Atla’tes-Loxzil was granted these tools as a divine gift for slaying the Hed’gauz-oocee and forming the clan. The second one is that Atla’tes-Lozxil created these tools after losing his original pair after a hallucinogenic journey in the desert after being told his art was equal to that of water in a gutter. &lt;br /&gt;
&lt;br /&gt;
The Precursor: &lt;br /&gt;
&lt;br /&gt;
An artifact whose origin is alleged to be one of the many drafts Paya and Dlex took before eventually perfecting what the Yautja would be. It is a statue whose composition is unknown, however the body plan is eerily similar to a Yautja, although it has an additional leg and rather than mandibles, there is a series of four trunks that make up the mouth. &lt;br /&gt;
=====Religion:=====&lt;br /&gt;
Synopsis: Clan Loxzil are very zealous toward both Paya and Dlex as both are viewed to be intertwined with how the Clan organizes itself and its purpose. Most members of the clan regularly perform rituals and dedicate all of their artistic work as tribute to these two gods. Although recently there has been an influx of newer members adding Kehrite to the clans pantheon, although members of old are not so welcoming to the new addition to their sacred duo. However, the typical Yautja pantheon remains intact apart from minor adjustments; that being that all other gods were once mere yautja who had successfully managed to track and hunt down a Xrab’erild, ascending to godhood for achieving such a feat.&lt;br /&gt;
&lt;br /&gt;
Creation Story:&lt;br /&gt;
According to legend, both Paya and Dlex were present at the beginning of time. Paya ventured far and wide across the galaxy, looking for a suitable mate to help propagate and produce offspring to spread the art of the hunt across the galaxy. During their quest, they met Dlex after fighting against a Xrab’erild that shattered the very stars. With the assistance of Dlex, as he held the tools of the hunt and artistic fortitude, and Paya the resolve, they were able to reform the stars. Taking stardust and mixing them with the viscera of the Xrab’erild, as well both Paya and Dlexs blood and then molding it into the shape of the ideal body of a hunter. After the arduous task of trial and error, it eventually led to the creation of their chosen children; the Yautja. &lt;br /&gt;
&lt;br /&gt;
Major Gods:&lt;br /&gt;
&lt;br /&gt;
Paya: The first of the two major gods followed by the Pantheon of Loxzil. She’s portrayed as a wise, confident, proud, and honorable hunter that would do anything to spread their message. &lt;br /&gt;
&lt;br /&gt;
Dlex: The second of the two major gods followed by the Pantheon of Lozxil. He’s portrayed as a shrewd, arrogant, worthful god whose character was ingrained within all Yautja to some degree, in order for the survival of the fittest to become a forefront of the culture. Dlex views most of his offspring as inferior, therefore to test them he creates various creatures for the yautja to hunt. As far as the yautja are concerned, Dlex is viewed to have created every single species that has existed and ever will, and their only purpose of existence is to be hunted. &lt;br /&gt;
&lt;br /&gt;
Minor Gods:&lt;br /&gt;
&lt;br /&gt;
Kehrite: Kehrite is currently not officially recognized by Clan Loxzil as an official member of the pantheon; however in recent times due to the influx of newer members, Kehrite worship has begun to spring up across the various villages. According to worshipers, Kehrite is the firstborn of Paya and Dlex’s marriage after they conceived him in a painting created by the spinal fluid of the Xrab’erild and a shaving of dreadlock from Dlex. He’s portrayed as a strong, courteous individual who strives to create the tools of the hunt like his father and give it to the yautja, rather than keeping it for himself. Something that his father Dlex does not wish to do until the uautja are proven worthy.  &lt;br /&gt;
&lt;br /&gt;
Other Deities:&lt;br /&gt;
&lt;br /&gt;
Xrab’erild: According to legend, the Xrab’erild was a creature present since the beginning of time. It had a large frame, enormous jaws and four pairs of pillar-like legs. It carried the stars on its back and devoured anything it came across in order to create more and add to its collection upon its back. The sacred scriptures state that there are multiple Xrab’erild across the universe, and that slaying one creates a galaxy and ascends whoever achieved such a feat into godhood. Taking the pilgrimage to locate one of these creatures and defeat it is the ultimate goal of all blooded clan members of Loxzil.&lt;br /&gt;
&lt;br /&gt;
Hed’gauz-oocee: A creature that is said to be a servant of Dlex. A six winged creature with two tails, two necks, and seven legs. When one is spotted it is taken as a divine omen; one that requires the creature to be defeated and in once doing so, consumption of its liver. The reason for that is it allows those that consume it to receive divine visions and guidance on a task that the gods wish to be carried out. Whoever slays one is almost immediately elevated in social rank, and in rare circumstances- allows them to challenge the current Clan Leader in an honor duel for the right to lead. &lt;br /&gt;
&lt;br /&gt;
=====Reputation:=====&lt;br /&gt;
Clan Loxzil have a very poor reputation outside of the clan due to their upgrining and attitude. For one it is noted that the prior upbringing of being a breakaway means critics point out that Atla’tes-Loxzil was self absorbed with his art and refused to take criticism from outsiders leading to him finding groups of sycophants to carry his ego while boosting their own prowess. Take into account also that most members of the clan were created from the Working Caste, meaning that their prowess as warriors is lacking except for a few cases. Their attitudes toward outsiders and criticism against their art usually lead to honor duels which they lose, attributing more to their bad reputation among outsiders leading to a sharp decline in clan longevity.&lt;br /&gt;
=====Blooding:=====&lt;br /&gt;
Clan Loxzils blooding ritual commences only after selected members of the various artisan and working class sects were selected due to potential prowess with the arts and their craft. This can take as little as five years to as long as five decades for such a feat to occur as the sects only send forward the best they have to offer. &lt;br /&gt;
&lt;br /&gt;
There are five main trails that are held for the youngbloods, mostly to test and hone their abilities with these core aspects.&lt;br /&gt;
&lt;br /&gt;
1. Be taken under the wing of one of the craft masters to show your prowess with various forms of art; this usually takes the longest and is most prone to failure as the craft masters rigorously vet members to test their skill and send back those who failed. &lt;br /&gt;
&lt;br /&gt;
2. After being approved by the craft master of their choosing, they are taken as an apprentice to learn the ways of duty, honor, further bolstering their abilities with the arts and crafts.&lt;br /&gt;
&lt;br /&gt;
3. Begin formal combat training from blooded individuals. However, each unblooded is forced to adopt their own style rather than copying what the instructor does, if the instructor senses the unblooded technique mimicking their own, they will be sent back to the craft masters to repeat at a later date. &lt;br /&gt;
&lt;br /&gt;
4. After being passed by both the craft master and blooded trainer, the unblooded must create their craft tools (Jial-be’zil) that they will carry for the rest of their lives and must never lose. They only have one shot to do this and if they fail, must continue to carry the tools as a form of punishment which can lead to discrimination among others.&lt;br /&gt;
&lt;br /&gt;
5. The unblooded is then sent out on a hunt chosen by the craft master with minimal equipment, only consisting of basic clothing, a combi-stick, and their artist tools that they must use to bring back one trophy. If they successfully complete the hunt they are allowed the privilege of creating their first piece of art depicting the hunt they took and are then officially considered blooded. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Trio’kana&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Trio&#039;kana, True Heralds of Divinity.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#CD7F32&amp;quot;&amp;gt;#CD7F32 - Bronze&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Herald of the Ring&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|lmwevil&lt;br /&gt;
|Maika’ati &lt;br /&gt;
|Clan Leader&lt;br /&gt;
|Affinity&lt;br /&gt;
|-&lt;br /&gt;
|dawsonkeyes&lt;br /&gt;
|Thuul’akka&lt;br /&gt;
|Elder&lt;br /&gt;
|Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|quaddevil&lt;br /&gt;
|Vai&#039;Dko&lt;br /&gt;
|Elite&lt;br /&gt;
|Creation&lt;br /&gt;
|-&lt;br /&gt;
|onemore&lt;br /&gt;
|Vhan’khat&lt;br /&gt;
|Elite&lt;br /&gt;
|Virtue&lt;br /&gt;
|-&lt;br /&gt;
|hermotimos&lt;br /&gt;
|Rak&#039;atho&lt;br /&gt;
|Blooded&lt;br /&gt;
|Nature&lt;br /&gt;
|-&lt;br /&gt;
|Xlyana&lt;br /&gt;
|O&#039;dqueaal&lt;br /&gt;
|Blooded&lt;br /&gt;
|Spirit&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM lmwevil.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
======Overview:======&lt;br /&gt;
The idea of Trio’kana is a relatively new clan, formed of predominantly religious malcontents from other clans. Only recently entering the fold as a formal clan, it has been slowly forming and collecting members over the last twenty years or so. &lt;br /&gt;
&lt;br /&gt;
As a clan they are without a true home, nomadic and somewhat decentralized in structure and largely lacking in political backing. However they manage to survive through the religious in other clans who funnel them resources where needed, and help them create or hitch rides on space ships. &lt;br /&gt;
&lt;br /&gt;
Fundamentally as a culture they value the Pantheon above all, and see the developing tendencies of mono-theistic belief in numerous of the most influential clans to be tantamount to a great heresy. Only through the holistic worship of every god can the Pantheon forgive the Yautja for such hubris, because the holy body of the Pantheon itself is the seat of all divinity. &lt;br /&gt;
&lt;br /&gt;
Setting them apart from other clans that are religious like Viryn is that Viryn is completely adherent to the ideology of one or at best two deities, Viryn being Ipos of course. Further from that fact is that religion is almost the only major factor that holds the membership together. &lt;br /&gt;
&lt;br /&gt;
Politically they are irrelevant other than the fact that through religious dogma they are able to pacify large swathes of unblooded non-hunter castes, utilizing their extensive religious knowledge in any of the places they visit. Of course though, this does present them a way to get new recruits.&lt;br /&gt;
&lt;br /&gt;
The leadership of the clan is intended to be decentralized, coming to a vote of the elders who act as a ruling body. (OOCly as founder I retain a veto if it damages the spirit of the clan but hopefully it doesn’t, really would only be used for rp stuff anyway.)&lt;br /&gt;
&lt;br /&gt;
What is expected of clan members: &lt;br /&gt;
The idea is that the clan is supposed to be rather small, only up to 5 or so players (and active ones) because of their nature, but can have active supporters in any other clan (to fit with the cultish vibe). Each member of the clan is expected to know the Pantheon of Yautja well, and be a priest as much as they are a hunter. &lt;br /&gt;
&lt;br /&gt;
It is predominantly a social clan, with the value not being on greatest warriors, but who is most valuable at spreading the Clan’s belief system to others and encouraging them to take on a unified Pantheon religion in spite of their Clan’s specific belief set. &lt;br /&gt;
&lt;br /&gt;
This provides an innate conflict with other clans and allows them to also give interesting inner clan dynamics as their elders or clan leaders can become suspicious of people who affiliate too closely with the Trio’kana as perhaps compromised. The strongest expectation of the clan is to be RP over combat, with a focus on religion and cult vibes and to provide some nuanced and interesting feeling between Yajuta. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Traditions of the Clan&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
The exact traditions are pretty clear, every clan member is expected to adhere to the Pantheon, but more specifically each member of the clan serves as a representative of one to two deities that resonate best with them and act as a priest of those particular gods. &lt;br /&gt;
&lt;br /&gt;
Elders of the clan are more representatives of the Pantheon than their specific god, but still are part of the same structure of specific priests for specific gods. &lt;br /&gt;
&lt;br /&gt;
Being Nomads, they have a variety of unique personal traditions that each hunter within their clan upholds, but a universal belief is to maintain and preserve waystations (lodges and temples). Which serves a few purposes, one of which being to provide a good place for Trio’kana to rest at between hunts and pilgrimages but also to ingratiate both the gods and the most powerful local clans. &lt;br /&gt;
&lt;br /&gt;
Other traditions include referring to one another as ‘Voice of’ respective god in formal settings, the act of the ‘Convent’ where once a year all the priests assemble regardless where they are in the galaxy. At the Convent they have religious ceremonies, unified hunts and use the time to plan the next phases for the growth of Trio’kana. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;What I want to do with the clan&amp;lt;/big&amp;gt; &lt;br /&gt;
&lt;br /&gt;
I want it to be a smaller clan that has interesting social and political flaws but also has a symbiotic yet parasitic connection to other clans in the metanarrative, while also allowing a kind of ‘pseudo’ clan member status (informally in every way) to those who are sympathetic to the cause, in a sort of very passive unintrusive to normal gameplay rp depth. &lt;br /&gt;
&lt;br /&gt;
Maika’ati of course would be a lead speaker of the Pantheon and representative of the Demi-goddess Chiyte in this particular clan to start it off. But even with her being a clan leader since it is decentralized there is a great degree in character freedom as long as they fit the broad strokes. &lt;br /&gt;
&lt;br /&gt;
Despite there being a kind of fluff underhanded subterfuge, this isn’t to be represented in combat in any fashion, in fact the idea is that the death of one of the priests to a worthy foe elevates them to be with their deity in the Pantheon and to empower Trio’kana for the future, something to strive for. Retreating from that would be tantamount to heresy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Ek-Thok&amp;quot;&amp;gt;&lt;br /&gt;
====Clan Ek-Thok, the Eternal Seekers.====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Clan Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#AD1457&amp;quot;&amp;gt;#AD1457 - Dark Pink&amp;lt;span&amp;gt;&lt;br /&gt;
=====Clan Members=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|NekoSam&lt;br /&gt;
|Va’stba&lt;br /&gt;
|Clan Leader&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;span style=&amp;quot;background:green&amp;quot;&amp;gt;Zanfee&lt;br /&gt;
|Ta&#039;kail&lt;br /&gt;
|Elite&lt;br /&gt;
|-&lt;br /&gt;
|Rezbit&lt;br /&gt;
|Adouir&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|kooarbiter&lt;br /&gt;
|Hult’ahnok&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Christmas Robot&lt;br /&gt;
|Klaa’Tu&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Tactical_Man&lt;br /&gt;
|Va’Thuwan&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM nekosam.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Clan Lore=====&lt;br /&gt;
======Overview:======&lt;br /&gt;
Clan Ek-Thok is principally known for their firm belief that a yautja’s mind is their strongest weapon, and the sole reason why their species reigns supreme. While prey can be of any size, power, agility, or all of those boons at once... It pales in comparison to the intelligence a proper yautja can display, and that physical prowess is only second to such. The clan’s members are all taught, from the moment they are born and mentally able to understand, the great gift s’ahul gifted upon their species. Every member of the clan is a scholar in their own in a subject, and more as they grow older and older. A good master is an eternal student after all, and relishing in their gift and developing it is also an act of reverence and gratefulness towards not only s’ahul, but every god for their gifts to the yautja. Subjects do not only touch the hunt, but the history of other clans, philosophy, mentoring youngbloods of any clans and clanless, and such. Members of Ek-Thok tend to be the first ones to step in upon seeing any chance of learning about something, or being the ones to teach such. Unless one knows something already, refusing the chance to be taught something is an act of disrespect and at times an insult. Though the area on such can be gray at times, as truly useless information shouldn’t be listened to in the first place... Nonetheless, while every member differs, they are all commonly linked by a common belief that mind matters most.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Mothership&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The clan operates from a central mothership, outclassing many vessels in its craftmanship as the ingenuity of the clan brilliantly displays itself in every aspect. Clan Ek-Thok follows a “nomadic” lifestyle across the galaxy, preferring to move across the stars as a way to respect their ancestor’s method of living... Why should they stay in one place, while the gods offered them so much more? The mothership is gargantuan, allowing for several hundreds upon thousands of yautja to remain onboard and much more, if not dozens of thousands. Though the ship never gets as full, as the members are known for their nomadic lifestyle, often traveling to other clans to learn of their ways and traditions...If not to learn their hunting styles. The ship has noteworthy locations, such as the training grounds which comes to not surprise... The “Library”, for translation as the proper term would be the “De’kruzyax”. Where scholars deposit their knowledge to share with future generations... The location is highly guarded at all times, as it is in some way the “soul” of the clan. Only a handful of violations across the strict ruleset of such hallowed ground was ever recorded, and handed with every culprit dead at the hands of the guardians. There is many more locations, vital ones and not so vital, though there is ONE location that is as equally important as the De’kruzyax, lays at the bottom of the ship... At the lowest point rests the “temple”. Built in honor of S’ahul, these are the grounds where an unblooded may undergo their blooding ritual in hopes to join the ranks of hunters. Many enters these grounds, not only for the blooding ritual but also to give offerings to the only ones above the Yautja, being the gods themselves. It is seen as a good thing to give offerings as often as one can be, not only to S’ahul but every gods of the pantheon less one inflicts their wrath, worst seen as an insult to not do so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Blooding Ritual&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As every clan amongst the Yautja, so too does Ek-Thok hold their own manner to distinguish those who were worthy to become a proper hunter. Being a clan that values one’s mind over body, this applies too in their ritual. An unblooded member of the clan that wishes to undertake the trial is allowed a complete set of hunting gear. That is, a mask, an armor, and a weapon of their choosing. No more, no less. They are brought deeper inside of the temple, where the layout is specifically built to give an advantage and disadvantages to the hunter on different locations, though the same applies to the hunter’s enemy and sole prey- A serpent. The rkas are all bred to only keep the smartest, deadliest ones as the rest are used for main hunts. Serpents that are chosen to be a part of the ritual are all ones that are vastly superior to their counterparts not merely based upon strength, but their strategy and methods. A smart serpent is a deadlier one than a “strong” one after all. One hunter, one Serpent. Normally this would be excessively easy, if not for one drawback- Special herbs grown by the workers of the clan. A drug so powerful it clouds not only senses, but the mind itself. Fumbling, muddling even the resilient yautja spirit into numbness as the hunter is tasked with killing the serpent. The ritual always becomes a game of cat and mouse, as the layout is specifically crafted to give advantage to a side, before taking it away as areas of the temple is sealed and opened seemingly randomly. Some believe the gods take it upon themselves to test would-be hunters, though it is assured no outside yautjas are touching the mechanism remotely. The ritual only ends when one side falls, be it the young yautja or the serpent. In which the surviving serpent is returned to its holding area for later use, or the surviving hunter may bring its corpse outside to display it before its packmates.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Religion, Faith and Traditions&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Faith is deeply rooted into the clan, as it is firmly believed their greatest gift, intelligence, was given graciously by the gods above them. While many Ek-Thok Clan members favors one deity in particular as their “patron”, every Ek-Thok is first and foremost a servant of the gods entirely. And they are all to be worshipped to the utmost devotion one can do. While not religious fanatics, members of the clan are EXPECTED to be as pious as one can be within reasons. Demanding an offering, prayers and such every single hour is unreasonable obviously- Though passing weeks without giving something to the gods is concerning, if not heretical. While not showcasing proper reverences to the gods isn’t actively punished, it is considered dishonorable to not do such and can lead to severe social problems. Though luckily, such never happens as no member of the clan can recall a case that went as far as requiring its clan members to do such. There is no “proper” manner in giving one’s offerings, as every yautja is free to offer back in their own way. Some enjoy taking hides, as some takes their crafts and many more. Be it hunters, pups, elders, workers and such- All is EXPECTED to give back to the ones above them. Though the “principal” deity worshipped is the demigoddess S’ahul, many unblooded/worker, members of the clan profess their devotion to Dlex and nritja. Though such seems only fair, and there hasn’t been any clan quarrel against such as the pantheon is so deeply ingrained into the clan that it is only natural and even welcomed to see pious activities rises.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Ranks&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Contrary to most clans, clan Ek-Thok does not glance down to the “worker” class of yautja. While hunters are above them, and viewed with utmost respect, hunters understand and respects that workers have different skillset and pool of knowledge. Workers may not be as skilled in hunting as a blooded can, but they understand better how to hone a blade to be sharper and deadlier. Such being prized by hunters as many asks for council on how to further themselves in maintaining their weapons, and at times asking to be taught how to make such for themselves. Though, not all hunters share this feeling, as many deems themselves above the intellect of workers and often leads to infighting. Such is only natural for yautja, and isn’t severely punished unless one side crosses a line that shouldn’t be crossed. Scholars is a rank granted to those solely devoted to becoming masters of many teachings. Tasked with mentoring the youngest yautja, teaching would-be hunters in training in how certain prey acts, and many more. Scholars are viewed by many as the opposite of a hunter, one who masters the world not by hunting prowess but by sheer intellect itself. While once more being lower ranked than blooded hunters, no hunter is a fool to go without heeding words of a scholar, as their knowledge of hunting grounds and prey goes unrivaled by none other than the eldest of hunters themselves. Atop of the hierarchy lays the usual elites, elders and such that many if not all clans possess. At the top being the clan leader himself, K’azuuhl Ek-Tok. Who took the reins of the clan after the previous leader, Va’Stba Ek-Thok, resigned to leave the control of the clan in younger hands. Though some suspect the decision seems to be leaving uncertainty in the hands of the now elder Va’stba, having joined the luar’Ke as an advisor.... The possibility of Va’stba returning into her “rightful” spot circulating around as K’azuuhl refuses to aknowledge such stories.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Viewpoint on Humans/Serpents&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While yautjas as a whole see serpents as the ultimate prey, Ek-Thok on the other hands vastly prefers human hunting. While serpents can be dangerously sharp, some specimens being used infact in the blooding ritual for that exact reason- None pose as much of a “threat” as the cunningness human mind can provide. Their craftiness, and resilience in mind to survive no matter the cost can surprise all but the readiest of hunters. While they lack in physical prowess, they vastly make up for it with their ingenuity. Humans, or “softmeat” will never be able to rival Ek-Thok intellect, yet cannot help themselves but enjoy the prospect of fighting mind to mind. Usage of traps, lures, mimicry and so on proves to be too attractive of prey. Serpents on the other hands are less “favored”, but no less prized. As the victory over them proves that might can be, and WILL be outmatched by ingenuity. No matter how strong a beast is, a smart hunter will always prevail...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Other Clans&#039; viewpoint&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Members of the Ek-Thok clan often view other clans as opportunities. Learning traditions, method of hunting, beliefs and such is merely a chance at growing oneself. Many members of the clan travels to other clans who would welcome them, joining in an effort to better themselves. While some Ek-Thok may find certain traditions to be “unsavory”, such as the bo’ytills lack of faith, it is considered simply normal to disagree on things, long as respect is kept in other clan grounds. Members of Ek-Thok who find themselves un-able to keep respect of other clan members while in their grounds, and worst, actively disrespecting such, are brought back immediatly in whatever state they are left in by the original clan. It is not considered an act of war to severely punish an unruly member of ek-thok, and the clan never retaliates should a member do such. The member is then brought back to the mothership where they will face further punishment depending on the transgression, if not death. Such is necessary to prevent any possible escalation, as clan members should be using such possibility to sharpen their knowledge, and nothing else. Members of Ek-Thok are known to be quite noticably more...” amicable”, for lack of a better word, when it comes to social endeavours. Yautjas are a prideful, arrogant race- And Ek-Thok is no less different. As many would love to prove themselves as not the “strongest”, but the smartest of the smartest... Even if it comes at the cost of a few cracked bones. Though apart from those, clan members are well known to be a good omen in any hunt, their willingness to share what they know.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Minor Clans&amp;quot;&amp;gt;&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Ci’kaarth&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #008000;&amp;quot;&amp;gt;Yes, DM poisonfrowin.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|poisonforwin&lt;br /&gt;
|Zuh’la&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Cnaw&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Monolamp63&lt;br /&gt;
|Tha’Zu-Ri&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Hult’ah&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|rp&lt;br /&gt;
|H’chak&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Ur’Kech&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|ArgentinaCanIntoEuro&lt;br /&gt;
|Xoeras&lt;br /&gt;
|&lt;br /&gt;
|[https://docs.google.com/document/d/12j9WrzU0pNDHLG1fMbnC7yB9O_w-Wa-YuASD-XG-rDo/edit Xoeras Ur’Kech]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Veraz&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x31stoverlord&lt;br /&gt;
|Zathar&lt;br /&gt;
|Leader&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Viyrn&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #FFFF00;&amp;quot;&amp;gt;Case by Case, DM Mensla.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|mensla&lt;br /&gt;
|Zuran&lt;br /&gt;
|Leader&lt;br /&gt;
|[https://docs.google.com/document/d/1Xnl5vBAra-i2xkJvvTkJ1KXE1BaiiD6R7-yDYLO3oao/edit?tab=t.0 Viyrn Lore]&lt;br /&gt;
|-&lt;br /&gt;
|harrysno&lt;br /&gt;
|Nakall&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|Foxtrot1322&lt;br /&gt;
|To’jan&lt;br /&gt;
|Blooded&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Vri’Yok&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|KreamCones&lt;br /&gt;
|Meih’j&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Xaef&#039;ill&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|GregorySmash&lt;br /&gt;
|Zahrath-Doh&lt;br /&gt;
|Leader&lt;br /&gt;
|[https://docs.google.com/document/d/1I0K4W8xLtUe6HfERKPW1vdcrhAothtvaBb31RE_PWkM/edit?usp=sharing Xaef&#039;ill Lore]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=&#039;&#039;&#039;&amp;lt;big&amp;gt;Clan Zak&#039;lah&amp;lt;/big&amp;gt;&#039;&#039;&#039;=&lt;br /&gt;
===Recruitment Status===&lt;br /&gt;
&amp;lt;span style=&amp;quot;color: #36454f;&amp;quot;&amp;gt;Ask and find out.&amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Rank&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Predator Lore&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Sevatar&lt;br /&gt;
|Zel’Nak&lt;br /&gt;
|Blooded&lt;br /&gt;
|[https://docs.google.com/document/d/13oLRaRtPUBIbaP6nz-sc2qc7X-dWvpFXZB5QFK6IDX4/edit?tab=t.0 Zak&#039;lah Lore (Formerly Gau&#039;frah)]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Banished&amp;quot;&amp;gt;&lt;br /&gt;
====The Banished====&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Color=====&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#A50021&amp;quot;&amp;gt;#A50021 - Carmine&amp;lt;span&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The banished are those who have been outcast from their clans due to bad conduct, I.E severely disrespecting their Clan Leader or flouting revered traditions.&lt;br /&gt;
*&#039;&#039;&#039;They must approved by the council to be banished.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=====Banished Hunters=====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;big&amp;gt;Ckey&amp;lt;big&amp;gt;&lt;br /&gt;
!&amp;lt;big&amp;gt;Yautja Name&amp;lt;big&amp;gt;&lt;br /&gt;
!|&amp;lt;big&amp;gt;Reason&amp;lt;big&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|killinkyle&lt;br /&gt;
|Unknown&lt;br /&gt;
|Hunting those who cannot defend themselves, within zones where the hunt is forbidden.&lt;br /&gt;
|-&lt;br /&gt;
|ssgtbr &lt;br /&gt;
|Unknown&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|swagbag&lt;br /&gt;
|Ri&lt;br /&gt;
|&amp;quot;Smoking&amp;quot; a Human tobacco amenity.&lt;br /&gt;
|-&lt;br /&gt;
|brunoasbahr&lt;br /&gt;
|???&lt;br /&gt;
|Released R&#039;ka captures and forced the R&#039;ka hive to kill them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Relations==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=&amp;quot;200&amp;quot; |Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|UPP}}[[File:USCM_Patch.png|64px]] USCM&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|W-Y}}[[File:W-Y_Logo.png|64px]] W-Y&lt;br /&gt;
| ???&lt;br /&gt;
|-&lt;br /&gt;
!{{Anchor|Aliens}}[[File:Carp_Patch.png|64px]] Aliens&lt;br /&gt;
| ???&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40081</id>
		<title>W-Y PMCs</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40081"/>
		<updated>2026-01-07T08:49:50Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = PMC-Standard.png&lt;br /&gt;
|jobtitle = Weyland-Yutani PMC&#039;s&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Corporate Liaison]], Weyland-Yutani&lt;br /&gt;
|rank = Team Leader (Officer) / Security Expert (Medic, Specialist, Sniper) / PMC (Tactical Responder)&lt;br /&gt;
|duties = Protect the Corporate Liaison and Weyland-Yutani&#039;s interests, secure the Almayer&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/acutely aware/well-informed of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ensure no damage is incurred against Weyland-Yutani. Make sure the Corporate Liaison is safe.&amp;lt;br&amp;gt;Deny the Weyland-Yutani&#039;s involvement and do not trust the United Americas/USCM forces.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;W-Y PMCs&#039;&#039;&#039; are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
W-Y PMCs are the most similar ERT in playstyle to the US Colonial Marines, as PMCs operate similar weapons and equipment. Unlike the USCM, the PMCs are significantly better funded and equipped, thus they come with more powerful, but expensive, weapons and support equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PMCs operate under a more rigid command structure, with far more highly specialised roles dictating a soldiers designation in a squad, unlike the more flexible USCM Specialist system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One advantage of the PMCs is that they&#039;re stronger than most ERT squads and they carry stronger weapons and equipment than all of the ERTs alike (Besides the Commandos). These people play on the offensive and they have Sniper and a Smartgunner to provide support for their fellow soldiers.&lt;br /&gt;
&lt;br /&gt;
= Backstory =&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of W-Y&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful W-Y cruiser that patrols the outer edges of the Neroid Sector. Under the directive of W-Y&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
Rumors say that a W-Y Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
W-Y PMCs are dispatched from Whiteguard Solutions a subsidiary of the company, and report directly to the board of directors unless otherwise briefed. They may at times be placed under the direct command of the [[Corporate Liaison|Corporate Liaison]], to carry out necessary objectives that are of interest to the company, if the Liaison was to die then the PMC Team Leader has agency to ensure the company&#039;s interests are secured.&lt;br /&gt;
&lt;br /&gt;
= W-Y PMC Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |PMC Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]] &amp;lt;br&amp;gt;PMC Tactical Responder (PMC Standard) [[File:PMC Standard icon.png]] &lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition or the &lt;br /&gt;
[[Marine Equipment#Restricted Marine Weapons|M240 Incinerator Unit]] or the [[Marine Equipment#NSG_23_Assault_Rifle|NSG 23 Assault Rifle]]. While they may appear as an underwhelming threat, their superior armor lets them soak a lot of damage and their SMG, Flamethrower or Assault Rifle is on par if not better than the M41A Mk2.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]] &amp;lt;br&amp;gt;PMC Medical Specialist (PMC Medic) [[File:PMC Corporate Medic icon.png]]&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition and medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|medical = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Spec.png|64px]] &amp;lt;br&amp;gt;PMC Support Specialist (PMC Gunner) [[File:PMC Gunner icon.png]]&lt;br /&gt;
|Equipped with a [[Marine_Equipment#M56_Smartgun|M56 Smartgun]], better ammunition and reinforced armor. The PMC Gunner is capable of laying down a significant amount of firepower akin to USCM Smartgun. You do not have USMC IFF by default, your SG can kill a lot of marines if you don&#039;t understand this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]] &amp;lt;br&amp;gt;PMC Sniper (PMC Specialist) [[File:PMC Sniper icon.png]]&lt;br /&gt;
|Equipped with [[Marine_Equipment#M42c_Anti-Tank_Rifle|M42C Anti-Tank Rifle]] and sniper armor. Their unique sniper allows the PMC Sniper to deal massive amounts of damage in comparison to their USCM counterpart. For self defence they are equipped with the standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]]. The Anti-Tank Rifle cannot pass through Marines and will kill them because of your lack of IFF by default.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|melee = 1&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|rpg = 1&lt;br /&gt;
|m4ra = 1&lt;br /&gt;
|m42a = 1&lt;br /&gt;
|m92 = 1&lt;br /&gt;
|m420t = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]] &amp;lt;br&amp;gt;PMC Team Leader (PMC Officer) [[File:PMC Leader icon.png]]&lt;br /&gt;
|Commander of the PMC force. Equipped with an advance [[Marine_Equipment#M41A.2F2_Battle_Rifle|M41A/2 Battle Rifle]] and a [[Marine_Equipment#VP-78_Pistol|VP78 Pistol]]. The Officer&#039;s job is to direct the PMC squad on their mission. The Officer, unlike their USCM counterpart, is significantly more well armed and thus a deadly combatant in the field.  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|leadership = 1&lt;br /&gt;
|medical = 1&lt;br /&gt;
|jtac = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC Support Synth.png|64px]] &amp;lt;br&amp;gt;PMC Support Synthetic (PMC Synth) [[File:PMC Support Synthetic icon.png]]&lt;br /&gt;
|Equipped with standard support-synthetic gear, the PMC Support Synthetic is the designated support specialist for the squad, capable of engineering, medical, and non combat duties.  &lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|navigation=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
__NOINDEX__&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40080</id>
		<title>W-Y PMCs</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y_PMCs&amp;diff=40080"/>
		<updated>2026-01-07T08:49:00Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = EMERGENCY RESPONSE TEAM&lt;br /&gt;
|imagebgcolor = white&lt;br /&gt;
|img = PMC-Standard.png&lt;br /&gt;
|jobtitle = Weyland-Yutani PMC&#039;s&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|superior = [[Corporate Liaison]], Weyland-Yutani&lt;br /&gt;
|rank = Team Leader (Officer) / Security Expert (Medic, Specialist, Sniper) / PMC (Tactical Responder)&lt;br /&gt;
|duties = Protect the Corporate Liaison and Weyland-Yutani&#039;s interests, secure the Almayer&lt;br /&gt;
|guides = This one&lt;br /&gt;
|description = You are unaware/acutely aware/well-informed of the alien threat.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Ensure no damage is incurred against Weyland-Yutani. Make sure the Corporate Liaison is safe.&amp;lt;br&amp;gt;Deny the Weyland-Yutani&#039;s involvement and do not trust the United Americas/USCM forces.&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;W-Y PMCs&#039;&#039;&#039; are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. &lt;br /&gt;
&lt;br /&gt;
= Overview =&lt;br /&gt;
W-Y PMCs are the most similar ERT in playstyle to the US Colonial Marines, as PMCs operate similar weapons and equipment. Unlike the USCM, the PMCs are significantly better funded and equipped, thus they come with more powerful, but expensive, weapons and support equipment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The PMCs operate under a more rigid command structure, with far more highly specialised roles dictating a soldiers designation in a squad, unlike the more flexible USCM Specialist system.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One advantage of the PMCs is that they&#039;re stronger than most ERT squads and they carry stronger weapons and equipment than all of the ERTs alike (Besides the Commandos). These people play on the offensive and they have Sniper and a Smartgunner to provide support for their fellow soldiers.&lt;br /&gt;
&lt;br /&gt;
= Backstory =&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of W-Y&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful W-Y cruiser that patrols the outer edges of the Neroid Sector. Under the directive of W-Y&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
Rumors say that a W-Y Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life.&lt;br /&gt;
&lt;br /&gt;
= Standing Orders =&lt;br /&gt;
W-Y PMCs are dispatched from Whiteguard Solutions a subsidiary of the company, and report directly to the board of directors unless otherwise briefed. They may at times be placed under the direct command of the [[Corporate Liaison|Corporate Liaison]], to carry out necessary objectives that are of interest to the company, if the Liaison was to die then the PMC Team Leader has agency to ensure the company&#039;s interests are secured.&lt;br /&gt;
&lt;br /&gt;
= W-Y PMC Roles =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot;;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; width=200 |PMC Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&amp;quot;background-color:grey;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]] &amp;lt;br&amp;gt;PMC Tactical Responder (PMC Standard) [[File:PMC Standard icon.png]] &lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition or the &lt;br /&gt;
[[Marine Equipment#Restricted Marine Weapons|M240 Incinerator Unit]] or the [[Marine Equipment#NSG_23_Assault_Rifle|NSG 23 Assault Rifle]]. While they may appear as an underwhelming threat, their superior armor lets them soak a lot of damage and their SMG, Flamethrower or Assault Rifle is on par if not better than the M41A Mk2.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]] &amp;lt;br&amp;gt;PMC Medical Specialist (PMC Medic) [[File:PMC Corporate Medic icon.png]]&lt;br /&gt;
|Equipped with a standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]] Submachine gun with armor piercing ammunition and medical supplies to keep the team alive. Just like their USCM counterparts, they&#039;re able to heal most injuries sustained during combat.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|medical = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Spec.png|64px]] &amp;lt;br&amp;gt;PMC Support Specialist (PMC Gunner) [[File:PMC Gunner icon.png]]&lt;br /&gt;
|Equipped with a [[Marine_Equipment#M56_Smartgun|M56 Smartgun]], better ammunition and reinforced armor. The PMC Gunner is capable of laying down a significant amount of firepower akin to USCM Smartgun. You do not have USMC IFF by default, your SG can kill a lot of marines if you don&#039;t understand this.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]] &amp;lt;br&amp;gt;PMC Sniper (PMC Specialist) [[File:PMC Sniper icon.png]]&lt;br /&gt;
|Equipped with [[Marine_Equipment#M42c_Anti-Tank_Rifle|M42C Anti-Tank Rifle]] and sniper armor. Their unique sniper allows the PMC Sniper to deal massive amounts of damage in comparison to their USCM counterpart. For self defence they are equipped with the standard issue [[Marine_Equipment#M39B.2F2_SMG|M39B/2]]. The Anti-Tank Rifle cannot pass through Marines and will kill them because of your lack of IFF by default.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|melee = 1&lt;br /&gt;
|jtac = 1&lt;br /&gt;
|smartgun = 1&lt;br /&gt;
|rpg = 1&lt;br /&gt;
|m4ra = 1&lt;br /&gt;
|m42a = 1&lt;br /&gt;
|m92 = 1&lt;br /&gt;
|m420t = 1&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]] &amp;lt;br&amp;gt;PMC Team Leader (PMC Officer) [[File:PMC Leader icon.png]]&lt;br /&gt;
|Commander of the PMC force. Equipped with an advance [[Marine_Equipment#M41A.2F2_Battle_Rifle|M41A/2 Battle Rifle]] and a [[Marine_Equipment#VP-78_Pistol|VP78 Pistol]]. The Officer&#039;s job is to direct the PMC squad on their mission. The Officer, unlike their USCM counterpart, is significantly more well armed and thus a deadly combatant in the field.  &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|firearms = 2&lt;br /&gt;
|police = 2&lt;br /&gt;
|construction = 2&lt;br /&gt;
|engineering = 2&lt;br /&gt;
|endurance = 3&lt;br /&gt;
|cqc = 1&lt;br /&gt;
|leadership = 1&lt;br /&gt;
|medical = 1&lt;br /&gt;
|jtac = 2&lt;br /&gt;
|fireman = 2&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC Support Synth.png|64px]] &amp;lt;br&amp;gt;PMC Support Synthetic (PMC Synth) [[File:PMC Support Synthetic icon.png]]&lt;br /&gt;
|Equipped with standard support-synthetic gear, the PMC Support Synthetic is the designated support specialist for the squad, capable of engineering, medical, and non combat duties.  &lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This role is locked to the Synthetic Whitelist.&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
 |+ style=&amp;quot;text-align:left;&amp;quot; |&#039;&#039;&#039;Skills:&#039;&#039;&#039;&lt;br /&gt;
 | &lt;br /&gt;
{{MarineSkills&lt;br /&gt;
|cqc=5&lt;br /&gt;
|melee=2&lt;br /&gt;
|firearms=2&lt;br /&gt;
|smartgun=1&lt;br /&gt;
|rpg=1&lt;br /&gt;
|m4ra=1&lt;br /&gt;
|m42a=1&lt;br /&gt;
|m92=1&lt;br /&gt;
|m420t=1&lt;br /&gt;
|endurance=1&lt;br /&gt;
|engineering=4&lt;br /&gt;
|construction=3&lt;br /&gt;
|medical=4&lt;br /&gt;
|surgery=3&lt;br /&gt;
|research=1&lt;br /&gt;
|piloting=2&lt;br /&gt;
|police=2&lt;br /&gt;
|powerloader=2&lt;br /&gt;
|vehicles=2&lt;br /&gt;
|jtac=3&lt;br /&gt;
|domestic=2&lt;br /&gt;
|intel=2&lt;br /&gt;
|fireman=5&lt;br /&gt;
|navigation=1&lt;br /&gt;
}}&lt;br /&gt;
 |}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=40079</id>
		<title>W-Y</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=W-Y&amp;diff=40079"/>
		<updated>2026-01-07T08:31:33Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
[[File:W-YLogoC.png]]&lt;br /&gt;
= THE COMPANY=&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
W-Y also known as &amp;quot;the Company&amp;quot;, has a wide range of business. This includes dealing with high-tech armaments, synthetic humanoids, spaceships, computer parts, terraforming equipment, and household appliances. They also offers shipping and receiving services, among other ventures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following an aggressive expansion into terraforming new colonial world, Weyland-Yutani secured  rights and privileges from the United States government. One of those privileges is the close relationship with the USCM. The Colonial Marines use corporate-supplied equipment in exchange for protecting and monitoring border colonies. This, however, does not mean that the interests of the company are aligned with the USCM. It is more accurate to say that Weyland-Yutani considers the USCM a valuable, but still disposable, asset. This has led to an increasing amount of hostility between the two factions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Weyland-Yutani has enough wealth and influence to hire private military contractors. These are highly trained mercenaries, generally ex-military veterans. They do black site protection detail, undertaking dangerous assignments, and otherwise supply Weyland-Yutani with firepower in the absence of the USCM. They are compensated well for their services, and demand is always there. Rumors speak of even more well-equipped and well-selected military units within Weyland-Yutani&#039;s employment, but that is not officially verified. The Company has refused to comment on it.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The formation of the mega-corporation Weyland-Yutani came about, as a result of a prosperous merge of the Weyland Industries Company and the Yutani Bio-foundries Corporation. This happened in the early days of the formation of the Royal Empire of the Shining Sun. The two companies, each specializing in varying sections, fields and industries, suddenly had an unprecedented amount of knowledge, workforce and the financial/political backing from several of Earths governments, attempting to stimulate their economic strength. With this start, the company flourished, rapidly expanding it&#039;s market shares in medicine, armaments, weaponry, rocketry and more. Growing more and more powerful in terms of technological progress and economic prosperity. W-Y was soon to become the most prominent and widespread corporation on the planet. They started to acquire contracts and deals with military and governments from all nations, though reserving their best and most valuable contracted services to the 3WE.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following the colonization of the Sol System and end of the Sol Campaign, also Operation Canton. Weyland-Yutani quickly became a major power player, equal to that of the other major nations in existence. Their influence runs very deep within even the USCM, where they exert their influence and power with specific officers. These officers identity as pro-company interests or &#039;Songbirds&#039; as they are often called. It is rumored that various congressmen in the UA and parliament members in 3WE, are under the influence through bribes, by WY who seek to utilize their militaries and economic strengths to expand their own interests. An uneasy relationship however exists between the Third Fleet and W-Y, notably those stationed in the Neroid Sector under the Second Battlegroup. This tension is due to the number of USCM vessels vanishing, while attempting to support Company colonies, at the request of bribed higher authorities in the military. There have also been a number of incidents involving skirmishes between USCM and W-Y forces, which have been largely suppressed from the media, however the worst was reported to have seen 43 marines and 32 PMCs dead with over a few more hundred on both sides wounded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Contracted Colonies ==&lt;br /&gt;
LV-624 - The Colony Known as Lazarus Landing is a W-Y Archaeological site. Known for exploring ancient temples, these structures have been sighted on the surface of the colony, origin unknown. The Colony falls under the purview of the Special Research Division and is closed for unauthorized visitors at this time. The lush tropical climate makes for some interesting local fauna and flora, but is unfortunately the victim of an insect nuisance, the bugs making life sometimes hard on this colony.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weyland-Yutani Corporate Office Ranking System ==&lt;br /&gt;
&lt;br /&gt;
This section should help new employees understand where they are within Weyland-Yutani.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |Location Codes&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #c7c9cb; text-align: center; color: black;&amp;quot; |Lower [1st-30th Floor]&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; style=&amp;quot;background-color: #F1E3A4; text-align: center; color: black;&amp;quot; |Upper [31st Floor or Above]&lt;br /&gt;
|- style=&amp;quot;border:solid darkslategray; border-width:2px 0 1px 0;&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |Codes&lt;br /&gt;
! style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |[1X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |[2X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |[3X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |[4X-X]&lt;br /&gt;
! style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |[5X-X] &lt;br /&gt;
! style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |[6X-X]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border:solid darkslategray; border-width:0 0 2px 0;&amp;quot;&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Special Services Division&amp;lt;br&amp;gt;(Spc Serv.) &lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Corporate Relations Division&amp;lt;br&amp;gt;(C.R.)&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Communications Division&amp;lt;br&amp;gt;(Comms.)&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;PMC Dispatch Division&amp;lt;br&amp;gt;(PMC Disp.)&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Research and Development Division&amp;lt;br&amp;gt;(R&amp;amp;D)&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;Economics Division&amp;lt;br&amp;gt;(Eco.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XA-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Junior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Junior Executive &lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Junior Executive&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XB-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Executive&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XC-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Senior Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Senior Executive&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XD-X] &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Executive&lt;br /&gt;
Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Executive Specialist&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Executive Specialist&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XF-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; | Spc Serv. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Executive Supervisor&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Executive Supervisor&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XG-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Assistant Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Assistant Manager &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XH-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Division Manager &lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Division Manager&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Division Manager&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XI-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Chief Executive &lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Chief Executive&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Chief Executive&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XJ-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Deputy Director&lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Deputy Director &lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Deputy Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Deputy Director &lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Deputy Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Deputy Director&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |[XK-X]&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |Spc Serv. Director &lt;br /&gt;
| style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |C.R. Director&lt;br /&gt;
| style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |Comms. Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFFFCC; text-align: center; color: black;&amp;quot; |PMC Disp. Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFCCFF; text-align: center; color: black;&amp;quot; |R&amp;amp;D Director&lt;br /&gt;
| style=&amp;quot;background-color: #FFE5CC; text-align: center; color: black;&amp;quot; |Eco. Director&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border:solid darkslategray; border-width:2px 0 0 0;&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color: #9A9A9A; text-align: center; color: black; border:solid darkslategray; border-width:0 2px 0 0;&amp;quot; |Seniority Codes&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #CCFFCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;[XX-L] Lower&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #CCE5FF; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;[XX-M] Middle&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color: #FFCCCC; text-align: center; color: black;&amp;quot; |&#039;&#039;&#039;[XX-S] Senior&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here is an example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Upper 3B-M&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Upper&#039;&#039;&#039; stands for their &#039;&#039;&#039;Location Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;3&#039;&#039;&#039; stands for their &#039;&#039;&#039;Division Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;B&#039;&#039;&#039; stands for their &#039;&#039;&#039;Job Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;M&#039;&#039;&#039; stands for the &#039;&#039;&#039;Seniority Code&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
This person would be someone who works in the upper floors of the Corporate Offices. &lt;br /&gt;
&lt;br /&gt;
Their job title would be: &#039;&#039;&#039;Middle - Communications Junior Executive&#039;&#039;&#039; or &#039;&#039;&#039;Middle - Comms. Junior Executive&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Note: Job Codes H and above are allowed to have personal assistants. They fall under the same Job Code, but their title will say assistant.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Weyland-Yutani Divisions in Detail ===&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Special Services Division:&amp;lt;/b&amp;gt; This division is focused around sales, transportation, food, employment, disabilities, and the like. This is the division you want to fax when you don&#039;t see what you need in the description of other divisions. The everything else division if you will.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Corporate Relations:&amp;lt;/b&amp;gt; This division is focused around relations between factions. For example, keeping the UPP happy with &#039;gifts&#039; or tipping off the friendly CLF that there is a ship that needs to be liberated! These people are who you call for making sure the USCM don&#039;t find out about those secret basement experiments.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Communications Division:&amp;lt;/b&amp;gt; This division is focused around keeping communications up between all facilities and employees of W-Y. Have no service? You&#039;ll want to fax these guys- wait.. These people are who you call when a mysterious W-Y facility suddenly stops responding.&lt;br /&gt;
**You need to have a minimum of one year in the company to transfer to their division.&lt;br /&gt;
*&amp;lt;b&amp;gt;PMC Dispatch Division:&amp;lt;/b&amp;gt; This division is focused around efficiently dispatching PMC teams out to requests. Have someone that really annoys you? Try asking these people. These people are who you call when you need to be safely escorted somewhere or need some data secured.&lt;br /&gt;
**You need to have a minimum of three years minimum in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Data and Research Division:&amp;lt;/b&amp;gt; This division is focused around W-Y data and research. Specifically escaped specimen or unnatural chemicals! Very sciency. These people are who you call when you find out something that could be profitable for W-Y through experiments or chemicals.&lt;br /&gt;
**An application can be made to join this division.&lt;br /&gt;
*&amp;lt;b&amp;gt;Economics Division:&amp;lt;/b&amp;gt; This division is focused around trading between factions. Economics, goods, and all that. Have someone offer to give you illegal black market goods for unmarked bills? You probably call up these guys.&lt;br /&gt;
**You need to have a minimum of two years in the company to transfer to this division.&lt;br /&gt;
**Requires a reference from within the division.&lt;br /&gt;
&lt;br /&gt;
== PMCs ==&lt;br /&gt;
Weyland-Yutani PMCs are military personnel owned and operated by the company. They are equipped with advanced modern military equipment and weaponry akin to the USCM and similar national militaries. The tasks of the PMCs are never limited to one specific job and they are often deployed on &#039;shadow missions&#039;. Their deployment is often kept secret from the USCM to avoid conflict with the anti-corporate officers in the USCM.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The recruitment process largely consists of those who have personal contacts with higher Weyland-Yutani employees, or those who have caught the eye of the superiors and been hand-picked. The superiors value abilities in the field and willingness to obey company directives, for a large sum of money, despite of their moral beliefs.&lt;br /&gt;
&lt;br /&gt;
Following the defeat of the Dust Raiders and the withdrawal of the United Americas of the Neroid sector, a group of employees became skilled mercenaries. They are part of Weyland-Yutani&#039;s Task Force Oberon that was stationed aboard the USCSS Royce, a powerful Weyland-Yutani cruiser that patrols the outer edges of the Neroid sector. Under the directive of Weyland-Yutani&#039;s board member Johan Almric, they act as private security for company science teams. The USCSS Royce contains a crew of roughly two hundred PMCs, and one hundred scientists and support personnel.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumors say that a Weyland-Yutani Special Task Force known as &amp;quot;Royal&amp;quot; of the USCSS Lunalorne are part of a different specialization, designed to capture anomalies associated with alien and supernatural life. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Ranks ====&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;80%&amp;quot; style=&amp;quot;background-color:#00000000;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; width=200|Role&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background-color:#ADA36C;&amp;quot; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Standard.png|64px]]&amp;lt;br&amp;gt;Security Expert&lt;br /&gt;
| The Elite is the standard body of the PMCs. Handpicked or picked due to overdue favors, they are responsible for carrying out designated Weyland-Yutani operations without question. Their equipment is superior to that of any national military and are organized in teams, done in order to effectively carry out the Company&#039;s wishes on a large scale.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Support Specialist&lt;br /&gt;
| The Support Specialist are either trained or recruited due to their superior abilities, providing friendly suppressive fire. They are the ultimate support force of the PMC teams, dispatched across company holdings in the galaxy. They are equipped with a smartgun and ensure the small, but elite team can carry out their mission regardless of what fire-power they may be suppressed by.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Medic.png|64px]]&amp;lt;br&amp;gt;Medical Specialist&lt;br /&gt;
| The Medic is the standard frontline medically trained personal, they are responsible for the well-being of all PMC team members during an assigned mission. Their task is to ensure the team is in perfect health to carry out their job effectively and with the least casualties to prevent a unneeded loss of money.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC_Sniper.png|64px]]&amp;lt;br&amp;gt;Elite Responder&lt;br /&gt;
| The Elite Responder is the precision scalpel of the PMC Force. They are the ultimate weapon when faced with a superior foe, to ensure the team can move in and perform their duty without fail. They are often equipped with powerful Anti-Material Rifles, which can easily kill any soldier, civilian, alien or politician in a single shot and will show no remorse or hesitation in doing so.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PMC-Officer.png|64px]]&amp;lt;br&amp;gt;Team Leader&lt;br /&gt;
| The Team Leader is in charge of the effectiveness and ensuring a mission success for the PMC Forces. They are the ultimate leaders and experts in how to move in quickly, do their job, and pull back without any issues. They hold the lives of their fellow PMCs in their hands, but will show no remorse in abandoning one for the success of mission, sake of the company or a heavy sum of money.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; width=200|Factions&lt;br /&gt;
! style=&amp;quot;background-color:#A9A9A9;&amp;quot; |Connections&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|UPP}}[[File:UPP_Patch.png|64px|link=UPP]]&amp;lt;br&amp;gt;Union of Progressive Peoples&amp;lt;/center&amp;gt;&lt;br /&gt;
| Despite the tensions between the governments of the UPP, TWE and USCM, W-Y occasionally deals with the UPP, supplying terraforming equipment, surveyors and mining equipment. There are a few instances of UPP selling W-Y colonies that the UPP find to be too costly to maintain, or unworthy the expense after they deplete natural resources. The rumour mill suggests that W-Y may be supplying the UPP with illegal combat synths, but no evidence has ever been found to support these rumours and are denied by W-Y Executives as merely a smear tactic.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|CLF}}[[File:CLF_Patch.png|64px|link=CLF]]&amp;lt;br&amp;gt;Colonial Liberation Front&amp;lt;/center&amp;gt;&lt;br /&gt;
| Entirely hostile towards the W-Y Company, the CLF have taken to especially targeting W-Y owned/operated colonies in their crusade to liberate the downtrodden of the USCM. W-Y have employed several PMC divisions to patrol space near their colonies and assets in the Neroid Sector, in an effort to minimize asset loss and potentially strike at the leadership of the CLF, hopefully in the process curbing further insurrection.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|W-Y}}[[File:USCM_Patch.png|64px]]&amp;lt;br&amp;gt;United Americas&amp;lt;/center&amp;gt;&lt;br /&gt;
| The USCM is the second largest customer of the Company, one that has a &amp;quot;special&amp;quot; relationship with the Company. The USCM is largely funded and outfitted by W-Y designs and weaponry. In return, the USCM assigns various smaller units and divisions to deal with Company requests, as a begrudging part of the many contracts and deals that the Company has wrangled the Government into signing over the years. This relationship is strained by occasional disappearances of Military personnel and assets.&lt;br /&gt;
|-&lt;br /&gt;
!&amp;lt;center&amp;gt;{{Anchor|3WE}}[[File:3WE_Patch.png|64px|link=Three_World_Empire]]&amp;lt;br&amp;gt;Three World Empire&amp;lt;/center&amp;gt;&lt;br /&gt;
| The 3WE and W-Y enjoy the closest relation that the Company has. It being the birthplace of the Company and the fact that all Board Members and the CEO swear fealty to the Emperor. Although, this relationship is strained at times, when the Company causes issues with the USCM. Fortunately, the TWE is also in the line of ire of the USCM, but the Board have been summoned in front of the Emperor more than once to explain themselves and ordered to restore relations with USCM.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Links_page}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
	<entry>
		<id>https://cm-ss13.com/w/index.php?title=File:W-YLogoC.png&amp;diff=40078</id>
		<title>File:W-YLogoC.png</title>
		<link rel="alternate" type="text/html" href="https://cm-ss13.com/w/index.php?title=File:W-YLogoC.png&amp;diff=40078"/>
		<updated>2026-01-07T08:31:20Z</updated>

		<summary type="html">&lt;p&gt;Frozentsbgg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wey-Yu&lt;/div&gt;</summary>
		<author><name>Frozentsbgg</name></author>
	</entry>
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