
<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://ftl13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Floyd</id>
	<title>FTL13 - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ftl13.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Floyd"/>
	<link rel="alternate" type="text/html" href="https://ftl13.com/wiki/Special:Contributions/Floyd"/>
	<updated>2026-05-16T00:15:17Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.1</generator>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Ship_Law&amp;diff=7554</id>
		<title>Ship Law</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Ship_Law&amp;diff=7554"/>
		<updated>2017-08-18T16:45:47Z</updated>

		<summary type="html">&lt;p&gt;Floyd: i&amp;#039;d like uhhhhhhhh a boneless execution&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Nanotrasen Defense Forces Code of Operational Justice&#039;&#039;&#039;, abbreviated as NDFCOJ or simply &amp;quot;Ship Law&amp;quot;, is the working penal code established by Nanotrasen to mandate the behavior of it&#039;s employees onboard any of its military vessels (Defined as any Nanotrasen ship or station armed with an anti-ship weapon for the express purpose of anything other than self defense). Ship Law is intended to be much more strict than its counterpart, Space Law, which is used aboard its civilian (unarmed) vessels.&lt;br /&gt;
&lt;br /&gt;
In Ship Law, crimes are categorized into 3 categories, Misdemeanors, Felonies, and Capital crimes. Each category varies in severity of both crime and punishment.&lt;br /&gt;
&lt;br /&gt;
Ship Law is &#039;&#039;&#039;NOT&#039;&#039;&#039; a suggestion, and must be enforced and followed by security personnel aboard the ship. Everyone is held to the same standard, including security and command staff, and they are to be punished in the same way a normal crew member would be in the case of an infraction.&lt;br /&gt;
&lt;br /&gt;
===Execution of the Law===&lt;br /&gt;
&lt;br /&gt;
====Multiple Crimes====&lt;br /&gt;
In the case of violent crimes (Assault, Manslaughter, Attempted Murder and Murder), and theft (Petty Theft, Pick-Pocketing, Theft, and Grand Theft) take only the most severe.&lt;br /&gt;
&lt;br /&gt;
A single incident has a single sentence, so if, for instance, the prisoner took three items off of someone, this is a single count of pick-pocketing, if they pick-pocketed two people this would be two separate counts of pick-pocketing, and so on. Crimes Against an Individual are counted as one incident per person affected, while Crimes Against the Ship and Crimes Against the Corporation may only have one incident per sentencing.&lt;br /&gt;
&lt;br /&gt;
Aiding a criminal makes you an accomplice; you can be charged with the same crime as the person you aided.&lt;br /&gt;
&lt;br /&gt;
====Pardons / Dropping Charges====&lt;br /&gt;
In cases where a crew member is victimized by another crew member, the affected crew member may drop the charges of the suspect. However, should the Head of Security or Captain choose to, they may press the charges on behalf of the corporation. Crimes against an individual may only be pardoned by Central Command in the case the affected individual elects not to drop the charges.&lt;br /&gt;
&lt;br /&gt;
Crimes against the ship (vandalism, sabotage, etc.), any crime that affects the ship, may be pardoned by the Captain or a unanimous command vote of all active heads in absence of the Captain. In the case that the Captain is charged with a crime against the ship, he may only be pardoned by a unanimous command vote.&lt;br /&gt;
&lt;br /&gt;
Crimes against the corporation may only be pardoned by Central Command.&lt;br /&gt;
&lt;br /&gt;
====Arrest / Processing Procedure====&lt;br /&gt;
Arrests are only valid if carried out by a security officer or member of command. A Citizen&#039;s Arrest may only be made by normal crew if the arrest is made in self defense, or if the action of the suspect could have serious implications (e.g, someone arresting the clown for breaking into munitions). The validity of a Citizen&#039;s Arrest is left to the discretion of command.&lt;br /&gt;
&lt;br /&gt;
The following procedures must be followed by an arresting officer, otherwise the charges may be considered invalid and the officer could be charged with Mishandling of Prisoners, at the discretion of command staff or Central Command.&lt;br /&gt;
&lt;br /&gt;
# If not on Situation Amber or at General Quarters, the arresting officer must announce to the suspect his crimes and attempt to bring them in without using force or restraints. Exceptions are given if the suspect is wanted for a violent or Felony / Capital crime, or is known to resist arrest / has escaped from confinement.&lt;br /&gt;
# If the suspect complies with the arrest peacefully, then they are to be transferred to the brig. If not, then force may be applied as necessary to subdue the suspect. See the section on Application of Lethal Force for guidelines of what to do if the situation rapidly escalates.&lt;br /&gt;
# Once in the brig, the suspect is to be searched and all contraband (weapons, tools, anything that could help escape or be used to assault officers while incarcerated). Officers will be responsible for ensuring that all legal possessions of the suspect be returned when their term is up. Any item that the suspect may be charged with a crime for possessing must be confiscated. Prisoners &#039;&#039;&#039;must&#039;&#039;&#039; be allowed to retain their PDA, headset, shoes, and uniform while in confinement, unless these items are abused.&lt;br /&gt;
# Unless the suspect surrendered peacefully, bucklecuff them to the bed, and flash (or have an officer use the cell flasher), and then remove their handcuffs and vacate the cell.&lt;br /&gt;
# Once the term is up, ensure that the records for the suspect have been updated, that their status has been set to released, and that they can leave the brig.&lt;br /&gt;
&lt;br /&gt;
If the prisoner attempts to break lights or cause damage to the cell, they are to be flashed and have the object they are using confiscated. If the prisoner attempts to escape, they are to be warned and have their timer reset. If they are warned three times, or manage to escape the cell, then lethal force is authorized to subdue them.&lt;br /&gt;
&lt;br /&gt;
====Application of Lethal Force====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General Guidelines&#039;&#039;&#039;&lt;br /&gt;
*If a suspect is armed with a weapon and is actively resisting threat or threatening crew and officers, lethal force may be used if they are given &#039;&#039;&#039;one&#039;&#039;&#039; warning before hand, or if they are attacking another crewmember with the intent to kill or seriously injure.&lt;br /&gt;
*If a security officer feels that their life is in danger from an armed assailant or multiple assailants, they may utilize lethal force to subdue targets, but will be expected to justify their actions.&lt;br /&gt;
*Lethal force is automatically authorized for boarders and hostile entities that are not crew, or in situations where non-lethals are ineffective (hulks, for example).&lt;br /&gt;
*Additionally, if the escape of the subject could pose a significant threat to the ship or crew (they are threatening to bomb the ship, for example), and if they don&#039;t comply with arrest, lethal force is allowed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Situation Amber and General Quarters&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
If the current alert level is Amber or General Quarters, restrictions on lethal force become much more lenient.&lt;br /&gt;
&lt;br /&gt;
On Amber, lethal force is authorized if the suspect is suspected of Felony or higher crimes, and actively flees / resists lawful arrest by security. The suspect must be warned in the form of warning shots or verbal warning before lethal force is allowed.&lt;br /&gt;
&lt;br /&gt;
Additionally, if a suspect is assaulting officers or command staff on Amber, lethal force is allowed if the suspect refuses to desist after being warned.&lt;br /&gt;
&lt;br /&gt;
On General Quarters, which tends to be situational and brief, any crewmember acting in a disruptive way may be terminated by security or command personnel with extreme prejudice. Use of this clause in trivial situations will be punished accordingly.&lt;br /&gt;
&lt;br /&gt;
===Crimes and Sentences===&lt;br /&gt;
&lt;br /&gt;
All crimes for which an indiviual may be lawfully arrested are listed below. Crimes are given a numerical code with a letter suffix. The suffix indicates the scope of the crime (&#039;&#039;&#039;I&#039;&#039;&#039; = Crime Against an Individual, &#039;&#039;&#039;S&#039;&#039;&#039; = Crime Against the Ship, and &#039;&#039;&#039;C&#039;&#039;&#039; = Crime Against the Corporation).&lt;br /&gt;
&lt;br /&gt;
For repeat offenses the crime may be considered one tier up at the discretion of security or command. E.g, if a crewmember assaults someone (Felony) and serves their time, the next assault charge would be a Capital crime. This only applies after they have served a sentence for the crime, so multiple counts of assault would count as felonies the first time, and if they get out and assault more people, it would require capital punishment.&lt;br /&gt;
&lt;br /&gt;
====Misdemeanor Crimes====&lt;br /&gt;
Misdemeanor crimes are punishable by a warning or up to 5 minutes in confinement.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffee99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; Width=&#039;40px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ffee55;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 101-S&lt;br /&gt;
|[[File:Resisting Arrest.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Resisting Arrest&#039;&#039;&#039;&lt;br /&gt;
| To not cooperate with an officer who attempts a proper arrest. &lt;br /&gt;
| Follow proper arrest procedure and have a legitimate cause to arrest in the first place before you brig a suspect for this. Suspects who scream bloody murder while being arrested are not cooperating.&lt;br /&gt;
|-&lt;br /&gt;
| 102-I&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Battery&#039;&#039;&#039;&lt;br /&gt;
| To physically harass another person without the intent to harm them.&lt;br /&gt;
|Disarming, slipping, and tablestunning are all examples of battery. A few punches might count too. Anything that does negligible damage or none at all to the victim.&lt;br /&gt;
|-&lt;br /&gt;
| 103-S&lt;br /&gt;
|[[File:Petty_theft.png]]&lt;br /&gt;
|&#039;&#039;&#039;Petty Theft&#039;&#039;&#039;&lt;br /&gt;
| To take items from areas one does not have access to or to take items belonging to others or the ship as a whole.&lt;br /&gt;
| Keeping items which are in short supply and taking them from where they belong is what is important here. A doctor who takes all the surgical tools and hides them still commits theft, even though he had access.&lt;br /&gt;
|-&lt;br /&gt;
| 104-S&lt;br /&gt;
|[[File:libertycap.png]]&lt;br /&gt;
|&#039;&#039;&#039;Drug Possession&#039;&#039;&#039;&lt;br /&gt;
| To possess space drugs or other narcotics by unauthorised personnel.&lt;br /&gt;
| Botanists and MedSci staff are authorised to possess drugs for purposes of their jobs and are not subject to this law so long as they are not distributing or using them for profit or recreation. &lt;br /&gt;
|-&lt;br /&gt;
| 106-S&lt;br /&gt;
|[[File:Indecent_exposure.png]]&lt;br /&gt;
|&#039;&#039;&#039;Indecent Exposure&#039;&#039;&#039;&lt;br /&gt;
| To be intentionally and publicly unclothed.&lt;br /&gt;
| Running around the ship naked. Do not release the suspect unless they choose to wear clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 107-S&lt;br /&gt;
|[[File:Vandalism.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Vandalism&#039;&#039;&#039;&lt;br /&gt;
| To deliberately damage the ship without malicious intent.&lt;br /&gt;
| This covers things such as breaking windows, grafitti, and damaging ship property. To qualify as sabotage it has to be conducted with the deliberate intent of hindering the crew.&lt;br /&gt;
|-&lt;br /&gt;
| 109-S&lt;br /&gt;
|[[File:Trespassing.png]]&lt;br /&gt;
|&#039;&#039;&#039;Trespass&#039;&#039;&#039;&lt;br /&gt;
| To be in an area which a person does not have access to. This counts for general areas of the ship, and trespass in restricted areas is a more serious crime.&lt;br /&gt;
| Remember that people can either break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in to do a job by someone with access, or were given access on their ID. Remember that trespassing and theft are often committed together.&lt;br /&gt;
|-&lt;br /&gt;
|110-S&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Mishandling of Prisoners&#039;&#039;&#039;&lt;br /&gt;
|To abuse or neglect a prisoner while under the confinement of security.&lt;br /&gt;
|Apply this crime when an officer is being shit, like stripping prisoners completely, misplacing their belongings, and acting incompetent. Always entails demotion. Excessive force counts as assault, or manslaughter if the victim dies.&lt;br /&gt;
|-&lt;br /&gt;
| 111-S&lt;br /&gt;
|[[File:Workplace_Hazard.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Creating a Workplace Hazard&#039;&#039;&#039;&lt;br /&gt;
| To endanger the crew or ship through negligent or irresponsible, but not deliberately malicious, actions. &lt;br /&gt;
| Good examples of this crime involves accidentally causing a plasma leak, slipping hazard, accidently electrifying doors, breaking windows to space, or security personnel not keeping their equipment secure.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Felony Crimes====&lt;br /&gt;
&lt;br /&gt;
Felony crimes are punishable by minimum of 5 minutes and maximum of 10 minutes. Additionally, crewmembers suspected of a felony crime may have lethal force applied to them during Situation Amber if they are fleeing arrest.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffaa99;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; Width=&#039;40px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
| 201-I&lt;br /&gt;
|[[File:Assault.png]]&lt;br /&gt;
|&#039;&#039;&#039;Assault&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against someone without the apparent intent to kill them.&lt;br /&gt;
| Depending on the amount and kind of force used, severe instances should be elevated to attempted manslaughter or even murder. Assaults with deadly weapons warrant the maximum sentence of 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
| 202-S&lt;br /&gt;
|[[File:Assaulting_an_officer.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Assault of an Officer&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against a Department Head or member of Security without the apparent intent to kill them.&lt;br /&gt;
| Criminals who attempt to disarm or grab officers while fleeing are guilty of this, even if bare handed. Officers should refrain from using lethal means to subdue the criminal if possible, unless on Situation Amber. Classified as a Crime Against the Ship due to the nature of the authority of security officers and command personnel, which also means it cannot be stacked if multiple officers are assaulted.&lt;br /&gt;
|-&lt;br /&gt;
| 203-I&lt;br /&gt;
|[[File:Manslaughter.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Manslaughter&#039;&#039;&#039;&lt;br /&gt;
| To unintentionally kill someone through negligent, but not malicious, actions.&lt;br /&gt;
| Intent is important. Accidental deaths caused by negligent actions, such as creating workplace hazards (e.g. gas leaks), tampering with equipment, excessive force, and confinement in unsafe conditions are examples of Manslaughter. &lt;br /&gt;
|-&lt;br /&gt;
| 204-S&lt;br /&gt;
|[[File:Lethal_Weapon.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Possession of a Weapon&#039;&#039;&#039;&lt;br /&gt;
| To be in possession of a any weapon without prior authorisation, such as: guns, batons, flashes, grenades, as well as improvised weapons such as spears and stunprods.&lt;br /&gt;
| Any item that can cause severe bodily harm or incapacitate for a significant time. The following personnel have unrestricted license to carry weapons and firearms: Captain, HoP, all security personnel. &amp;lt;br&amp;gt;The Barman is permitted his double barrel shotgun loaded with beanbag rounds. &amp;lt;br&amp;gt;Only the Captain and HoS can issue weapon permits.&lt;br /&gt;
|-&lt;br /&gt;
| 205-S&lt;br /&gt;
|[[File:Possession_Explosives.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Possession of Explosives&#039;&#039;&#039;&lt;br /&gt;
| To be in possession of an explosive device.&lt;br /&gt;
| Scientists and miners are permitted to possess explosives only whilst transporting them to a mining operation, otherwise their experimental bombs must remain within the science department.&lt;br /&gt;
|-&lt;br /&gt;
| 206-S&lt;br /&gt;
|[[File:Inciting_Riot.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Inciting a Riot&#039;&#039;&#039;&lt;br /&gt;
| To attempt to stir the crew into a riot&lt;br /&gt;
| Additionally to the brig time the offender will also have restrictions placed on their radio traffic and be implanted with a tracking implant. For second offences or outright instigating violent uprisings consider charging with Mutiny.&lt;br /&gt;
|-&lt;br /&gt;
| 207-S&lt;br /&gt;
|[[File:Disrupting_power.png]]&lt;br /&gt;
|&#039;&#039;&#039;Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To hinder the work of the crew or ship through malicious actions.&lt;br /&gt;
| Deliberately releasing N2O, bolting doors, disabling the power network, and constructing barricades are but some of many means of sabotage. For more violent forms, see Grand Sabotage.&lt;br /&gt;
|-&lt;br /&gt;
| 208-S&lt;br /&gt;
|[[File:Theft.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal restricted or dangerous items&lt;br /&gt;
| Weapons fall into this category, as do valuable items that are in limited supply such as insulated gloves, spacesuits, and jetpacks. &amp;lt;br&amp;gt;Note that the cargo department breaking open crates to illegally arm and armor themselves are guilty of theft.&lt;br /&gt;
|-&lt;br /&gt;
| 209-S&lt;br /&gt;
|[[File:Major_Trespass.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Major Trespass&#039;&#039;&#039;&lt;br /&gt;
| Being in a restricted area without prior authorisation. This includes any security area, command area (including EVA), the Engine Room, Atmospherics, or Toxins Research.&lt;br /&gt;
| Being in a very high security area, such as the armory or the Captain&#039;s Quarters, is a more serious crime, and warrants a possible permabrigging if intent is believed to be malicious.&lt;br /&gt;
|-&lt;br /&gt;
| 210-S&lt;br /&gt;
|[[File:BE_Restricted.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Breaking and Entering&#039;&#039;&#039;&lt;br /&gt;
| Breaking into any area which a subject does not have access to.&lt;br /&gt;
| As a felony crime, sentences start at 5 minutes, but the full sentence of 15 minutes is recommended for restricted and secure areas. The suspect can still be charged if they did not yet enter the area but were suspected of attempting to.&lt;br /&gt;
|-&lt;br /&gt;
| 211-S&lt;br /&gt;
|[[File:Dereliction.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Dereliction of Duty&#039;&#039;&#039;&lt;br /&gt;
| To willfully abandon an obligation that is critical to the ship&#039;s continued operation.&lt;br /&gt;
| A demotion is often included in the sentence. Emphasis on the word critical: An officer taking a break is not dereliction in of itself. An officer taking a break knowing that operatives are shooting up the Captain is. Engineers who do not secure a power source at the start of the shift and heads of staff who abandon the ship can also be charged.&lt;br /&gt;
|-&lt;br /&gt;
| 212-I&lt;br /&gt;
|[[File:Pickpocketing.png]]&lt;br /&gt;
|&#039;&#039;&#039;Robbery&#039;&#039;&#039;&lt;br /&gt;
| To steal items from another&#039;s person. &lt;br /&gt;
| Remember to take the stolen items from the person and arrange for their return. Stealing an ID is the most common and most serious form of pick-pocketing.&lt;br /&gt;
|-&lt;br /&gt;
| 213-I&lt;br /&gt;
|[[File:Narcotics_Distribution.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Narcotics Distribution&#039;&#039;&#039;&lt;br /&gt;
| To distribute narcotics and other controlled substances.&lt;br /&gt;
| Forcing or tricking someone to consume substances such as space drugs is assault. &lt;br /&gt;
|-&lt;br /&gt;
| 214-S&lt;br /&gt;
|[[File:Rioting.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Rioting&#039;&#039;&#039;&lt;br /&gt;
| To partake in an unauthorised and disruptive assembly of crewmen that refuse to disperse.&lt;br /&gt;
| It is required to order the crowd to disperse, failure to disperse is the crime not the assembly. Any crimes committed during the riot are considered separate offences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 216-I&lt;br /&gt;
|[[File:Insubordination.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Insubordination&#039;&#039;&#039;&lt;br /&gt;
| To disobey a lawful direct order from one&#039;s superior officer.&lt;br /&gt;
| Charge issued by a head of staff to one of their direct subordinates. The person is usually demoted instead of incarcerated. Security is expected to assist the head in carrying out the demotion.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Capital Crimes====&lt;br /&gt;
Capital crimes are punishable by permanent detention, execution, and forced cyborgification.&lt;br /&gt;
&lt;br /&gt;
Only the Head of Security, Captain, and Warden may authorize permanent detention.&lt;br /&gt;
&lt;br /&gt;
Only the Captain may authorize execution or forced cyborgification.&lt;br /&gt;
&lt;br /&gt;
Execution is considered murder if unauthorized or improper. Proper forms of execution are limited to electric chair, incineration, marooning, firing squad, and forced ejection via MAC cannon. Spacing via airlock is only allowed if the MAC cannon is damaged or unavailable (e.g, the ship is in combat).&lt;br /&gt;
&lt;br /&gt;
For permanent detention, you may drop prisoners off at NT aligned stations in their security wings. Additionally, perma-brigged prisoners are to recieve orange jumpsuits and shoes.&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:dimgray; color:white&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:black;&#039; Width=&#039;40px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:black;&#039; Width=&#039;1px&#039;|&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;130px&#039;|Crime&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;300px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:black;&#039; width=&#039;300px&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|301-I&lt;br /&gt;
|[[File:Murder.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Murder&#039;&#039;&#039;&lt;br /&gt;
| To maliciously kill someone.&lt;br /&gt;
| Punishment should fit the nature of both the crime and the criminal. Murder committed by temporary emotional distress, such as fear or anger, warrants lower punishments. Cyborg candidates must have brains fit to obey relevant laws. Life imprisonment is the most humane option for the insane who might malfunction as cyborgs. &amp;lt;br&amp;gt;&#039;&#039;&#039;Unauthorised executions are classed as Murder.&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|302-I&lt;br /&gt;
|[[File:Sexual_Assault.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Sexual Assault&#039;&#039;&#039;&lt;br /&gt;
| To molest or otherwise sexually attack someone.&lt;br /&gt;
| Unconsented ERP scenes, meaning one of the players does not agree OOC to the erotic roleplay, is a permabannable offense. Adminhelp it if this happens to you; it&#039;s against server rules, not just ship rules.&lt;br /&gt;
|-&lt;br /&gt;
|303-I&lt;br /&gt;
|[[File:Attempted_Murder.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Attempted Murder&#039;&#039;&#039;&lt;br /&gt;
| To use physical force against a person until that person is in a critical state with the apparent intent to kill them.&lt;br /&gt;
| Remember, if a person attempts to render first aid after the victim falls into a critical state they may not have intended to kill them. Firing at security or others with a lethal weapon does not qualify on its own as attempted murder, there has to be an intent to kill.&lt;br /&gt;
|-&lt;br /&gt;
|306-C&lt;br /&gt;
|[[File:Mutiny.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Mutiny&#039;&#039;&#039;&lt;br /&gt;
| To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&lt;br /&gt;
| Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. This is one of the few crimes where it is recommended to always seek a third party opinion. If their actions are determined to be for the betterment of Nanotrasen consider a timed sentence or even a full pardon.&lt;br /&gt;
|-&lt;br /&gt;
|307-S&lt;br /&gt;
|[[File:Compromising_Station_Integrity.PNG]]&lt;br /&gt;
|&#039;&#039;&#039;Grand Sabotage&#039;&#039;&#039;&lt;br /&gt;
| To engage in maliciously destructive actions, seriously threatening crew or ship.&lt;br /&gt;
| Bombing, arson, releasing viruses, deliberately exposing areas to space, physically destroying machinery or electrifying doors all count as Grand Sabotage. &lt;br /&gt;
|-&lt;br /&gt;
|308-C&lt;br /&gt;
|[[File:High_value_target_theft.png]]&lt;br /&gt;
|&#039;&#039;&#039;Grand Theft&#039;&#039;&#039;&lt;br /&gt;
| To steal items of high value or sensitive nature.&lt;br /&gt;
| &amp;lt;br&amp;gt;Syndicate agents frequently attempt to steal cutting-edge technology. Examples include: intelligence or research samples, the Hand Teleporter, the Captain&#039;s Antique Laser, the Captain or the HoP&#039;s ID cards, or Mechs.&amp;lt;br&amp;gt; &amp;lt;br&amp;gt; This is by no means a exhaustive list of items that are high value to the syndicate; when in doubt use common sense when you see certain items that are stolen that can cause massive problems throughout the ship. Remember if something is locked up in a secure area it probably should not be taken without prior permission.  &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|311-C&lt;br /&gt;
|[[File:Antag_skum.png]]&lt;br /&gt;
|&#039;&#039;&#039;Enemy of the Corporation&#039;&#039;&#039;&lt;br /&gt;
| To act as, or knowingly aid, an enemy of Nanotrasen.&lt;br /&gt;
| Current enemies of Nanotrasen currently include: The Syndicate (through secret agents, boarding parties, and brainwashing specialists), The Wizard Federation, The Changeling Hivemind, and The Cult of Nar&#039;Sie. Firing upon Nanotrasen ships from the weapons console counts as Piracy, see below. &amp;lt;br&amp;gt;Note that this is one of the few crimes where you may summarily execute someone for if they present a significant risk to detain them.&lt;br /&gt;
|-&lt;br /&gt;
|312-C&lt;br /&gt;
|&lt;br /&gt;
|&#039;&#039;&#039;Piracy&#039;&#039;&#039;&lt;br /&gt;
| To knowingly and consciously attack a Nanotrasen vessel, or board one with hostile intent.&lt;br /&gt;
| Use this when someone on your ship fires on a Nanotrasen vessel for whatever reason. Also the crime applied to boarders of any NT ship, so you could use it as an RP crime for arresting boarders, if for some reason you don&#039;t just shoot them.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Modifiers &amp;amp; Special Situations ===&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#aaffaa;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;150px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;200px&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#55ff55;&#039; width=&#039;200px&#039;|Modification&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Re-education&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Getting de-converted from revolutionary or cultist.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
|  Self Defense is defined as &amp;quot;The protection of oneself, the protection of thy colleagues, and the protection of thine workplace&amp;quot;. &amp;lt;br&amp;gt;Do note however that persons intentionally getting involved in fights which occur in a department that isn&#039;t theirs is an act of vigilantism, this is not permitted.&lt;br /&gt;
| Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Cooperation with prosecution or security&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| Being helpful to the members of security, revealing things during questioning or providing names of head revolutionaries.&lt;br /&gt;
| -25% to sentence time. In the case of revealing a head revolutionary: Immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Surrender&#039;&#039;&#039;&lt;br /&gt;
| Coming to the brig, confessing what you&#039;ve done and taking the punishment. Getting arrested without putting a fuss is not surrender. For this, you have to actually come to the brig yourself.&lt;br /&gt;
| -25% to sentence time, and should be taken into account when the choice between life in a secure cell, execution, and cyborgization is made.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;br&amp;gt;&#039;&#039;&#039;Immediate threat to the prisoner&#039;&#039;&#039;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
| The singularity eats something near the brig, an explosion goes off, etc.&lt;br /&gt;
| Officer must relocate the prisoner(s) to a safe location; otherwise, immediate release.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Medical reasons&#039;&#039;&#039;&lt;br /&gt;
| Prisoners are entitled to medical attention if sick or injured.&lt;br /&gt;
| Medical personnel can be called, or the prisoner can be escorted to the Medbay. The timer continues to run during this time.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Repeat Offender&#039;&#039;&#039;&lt;br /&gt;
| Convicts who reoffend after being released may have their crime bumped up to the next level at the discretion of security.&lt;br /&gt;
| Increase their sentence to the next tier of crimes.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Escape from Brig&#039;&#039;&#039;&lt;br /&gt;
|  If a prisoner flees confinement for any reason other than to escape impending lethal danger (fire, hull breach, murder), lethal force is authorized as well as execution if captured alive.&lt;br /&gt;
| Lethal force and / or execution if recaptured.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aiding and Abetting&#039;&#039;&#039;&lt;br /&gt;
| Knowingly assisting a criminal is a crime. This includes but is not limited to: Interfering with an arrest, stealing a prisoner in transit, breaking a prisoner out of the brig/prison, hiding a fugitive, providing medical care (unless paired with a large dose of sleep toxins).&lt;br /&gt;
| The same sentence as the original criminal.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Floyd</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_FTL13&amp;diff=6065</id>
		<title>Guide to FTL13</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_FTL13&amp;diff=6065"/>
		<updated>2016-11-22T22:11:14Z</updated>

		<summary type="html">&lt;p&gt;Floyd: cba writing more today im gonna sleep cya losers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
So, after years of working on the same old stations you got bored. You wanted something new and thus decided to join the crew of NSV Astreaus on their dangerous voyage through space. Well, you&#039;re in the right place as this guide will tell you everything there is to know about FTL13 and its mechanics.&lt;br /&gt;
&lt;br /&gt;
Most jobs on FTL13 are the same, an engineer is still repairing the ship and scientists are still doing their normal routines (for now). However, FTL13 adds some new mechanics that you should know about and understand before you take any command roles or FTL13 exclusive roles like Bridge Officer. And for that reason, this guide will explain all these new or changed mechanics.&lt;br /&gt;
&lt;br /&gt;
==FTL13==&lt;br /&gt;
FTL13 is an SS13 codebase which takes inspiration from the highly acclaimed game Faster Than Light (FTL). And although we take inspiration from FTL, the game still holds up many of the values that SS13 has to offer instead of turning into a full carbon copy of FTL. The crews are still the size, but everything will be far more compact, resources are scarcer, and the crew won&#039;t just have other players to worry about this time. One of the biggest changes this codebase has is that rather than a &amp;quot;stationary&amp;quot; station, this codebase has a ship. This ship can jump from system to system, land on planets, engage NPC ships in combat and salvage said ships for loot. This changes a lot in the way the game works and gives the game a completely different vibe, as the crew now has to work together to tackle obstacles the station faces rather than just having internal conflicts.&lt;br /&gt;
&lt;br /&gt;
==New Jobs &amp;amp; Mechanics==&lt;br /&gt;
FTL13 offers various new jobs that are related to space travel and ship-to-ship combat. To play these roles effectively you should understand how all of these roles work, as they are all dependent on eachother and require the crew to work together.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Weapons Officer===&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = &lt;br /&gt;
|jobtitle = Weapons Officer&lt;br /&gt;
|access = &lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Manning the weaponry of the ship.&lt;br /&gt;
|guides = &lt;br /&gt;
|quote = What do you mean &amp;quot;We shouldn&#039;t fire at Nanotrasen Patrol Corvettes&amp;quot;?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Weapons Officer is probably one of the most important new crew members on board of the ship. They are in control of the ship&#039;s weaponry and have to ensure that enemy ships do not destroy the crew&#039;s ship. This is done through his console, the Tactical Console.&lt;/div&gt;</summary>
		<author><name>Floyd</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6003</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6003"/>
		<updated>2016-10-27T00:21:42Z</updated>

		<summary type="html">&lt;p&gt;Floyd: added another step to the set-up which is quite important and isn&amp;#039;t really mentioned anywhere else.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Supermatter_ReferenceSheet.png]]&lt;br /&gt;
&lt;br /&gt;
===Supermatter Theory===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Guide Step 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports with a wrench. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port with a wrench. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2 (Oxygen) at max pressure. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a gas pump here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This value will tell the vent pump in the core to pump out air until the pressure in the core is equal to that value. Set the value to 100 wgith the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the gas pumps connected to the canisters. Make sure the gas pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more N2 than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
#As soon as you hit about 200k power on the TEG, turn the emitter off for a while, turning it back on once the power starts decreasing again. This prevents the hot loop from overheating.&lt;br /&gt;
&lt;br /&gt;
==Maintenance== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A higher value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==Emergency Procedures==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to zero at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
===Emergency Gas Shunt/SCRAM===&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to zero, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to zero. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Floyd</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6002</id>
		<title>Supermatter Engine</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Supermatter_Engine&amp;diff=6002"/>
		<updated>2016-10-27T00:13:49Z</updated>

		<summary type="html">&lt;p&gt;Floyd: Added new reference sheet + small edits for affordance with said sheet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==Introduction==&lt;br /&gt;
The Supermatter Engine is not as simple as a Singularity or Tesla engine. It is far more complicated, and it requires regular upkeep and checking to maintain optimum performance.  It is also much more adaptable, with many settings and tweakable options to improve, or ruin, your engine.&lt;br /&gt;
&lt;br /&gt;
[[File:Supermatter_ReferenceSheet.png]]&lt;br /&gt;
&lt;br /&gt;
===Supermatter Theory===&lt;br /&gt;
The supermatter engine produces power via a Thermoelectric Generator, or TEG. This large white device has two inputs for pipes. It generates power based on the difference in temperature between the two inputs. This means that you want the cold side to be very cold, and the hot side to be very hot. The larger the difference, the more power you will make.&lt;br /&gt;
The cold loop (or blue loop) is fairly simple. It leads up to heat exchanging pipes in space. The gas runs through the pipes and becomes very cold. Then it flows back down into the right (cold) side of the TEG.  This requires next to no maintenance and will run on its own.&lt;br /&gt;
The second loop is the hot loop, also known as the yellow loop. This is where things get complicated. The yellow loop runs to the top of the room, and enters into the reactor core. The reactor contains the Supermatter Shard (the yellow crystal thing). It is EXTREMELY IMPORTANT that you do not interact with the shard in any way, as it is both highly radioactive and will kill you instantly if you touch it. If you are the CE or AI it is a good idea to bolt the hatches leading into the core to prevent any accidents. &lt;br /&gt;
Now, the Supermatter Shard is aligned with a Emitter. This emitter fires a beam of energy that will hit the supermatter shard and energize it. The beam will also hurt, a lot, so don’t stand in front of it. When the shard is hit by the energy beam, it will produce 3 things: heat, plasma, and pure oxygen. The heat is the important part, because this will heat the gas that flows into the chamber via the Coolant Injector. Don’t be fooled by the name, this is very hot gas. The air will sit in the chamber and be heated by the shard, then be pumped out by Engineering Vent Pump 2 (coders rename these to logical names please). This superheated gas then flows into the hot side of the TEG and repeats the cycle.&lt;br /&gt;
The TEG should now be generating power. The amount of power is based of the difference in temperature in the hot and cold loop. We will discuss how to maximize this power later in the module.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
&lt;br /&gt;
[[File:Engine Guide Step 1.PNG]]&lt;br /&gt;
&lt;br /&gt;
The first thing you should do is don a radiation suit and some Meson Scanners. These will allow you to work safely without being irradiated. Side effects of radiation poisoning is hair loss, hallucinations, and death. Next follow these steps to startup the engine.&lt;br /&gt;
&lt;br /&gt;
#Take two of the red nitrogen canisters, and attach them to the two lower connector ports with a wrench. One supplies gas to the cold loop and the other to the hot loop.&lt;br /&gt;
#Take a yellow canister and attach it to the top port with a wrench. This will hold your waste gasses.&lt;br /&gt;
#Walk up to the gas filter above the TEG, and make sure it is set-up to filter O2 (Oxygen) at max pressure. If this step is forgotten then the high oxygen concentration will start a fire in the core chamber. You (probably) don’t want that.&lt;br /&gt;
#At the top of the room near the radiation lockers are the cold loop Heat Exchange Pipes that run through space. There is a gas pump here - set it to 450kPa.&lt;br /&gt;
#To your right is the blue Engine Cooling Control computer, or ECC. This monitors the reactor chamber and provides lots of useful information. You want to turn on the output regulator. This value will tell the vent pump in the core to pump out air until the pressure in the core is equal to that value. Set the value to 100 wgith the button below.&lt;br /&gt;
#Return to the lower part of the room and activate the gas pumps connected to the canisters. Make sure the gas pumps at are the maximum pressure, so all of the N2 is moved into the loops. This will drain the canister very quickly. Do not worry, this is normal. You do not need to add more N2 than this.&lt;br /&gt;
#Turn on the emitter. HURRAY! You are now generating power!&lt;br /&gt;
&lt;br /&gt;
==Maintenance== &lt;br /&gt;
The supermatter engine is not like the Singularity or Tesla, you have to monitor it. For the most part it will continue running on its own, but throughout the round you can make changes and optimize it to produce more power. Here are some steps to follow when monitoring the core.&lt;br /&gt;
Verify that there are no fires in the core chamber. If so follow the steps in the emergency section of this guide.&lt;br /&gt;
Check power output and adjust the valves and pressures as needed.&lt;br /&gt;
Verify the SMES is sending enough power.&lt;br /&gt;
&lt;br /&gt;
Many of the settings can be tweaked to change performance. You can adjust the gas filter to increase the O2 content in the reactor core. You can adjust the output pump to change the temperature of the gas leaving the chamber. A higher value will let the air stay in the chamber longer, allowing for higher temperatures. Experiment! Most likely you will not mess anything up too bad, as you can revert any issues that might arise if you act quickly enough.&lt;br /&gt;
�&lt;br /&gt;
&lt;br /&gt;
==Emergency Procedures==&lt;br /&gt;
Things have gone horribly wrong and the crew is shouting at you to fix it. Don’t panic! This guide should help you fix most of your issues.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Delamination===&lt;br /&gt;
Core delamination is caused by overheating. This can be caused by a variety of reasons, and the end result is the same: A big boom. Often times delamination happens without warning and can quickly go from 15% to 40-50% if unattended. These spikes in instability are dangerous and need to be your first priority.&lt;br /&gt;
&lt;br /&gt;
Early Stage&lt;br /&gt;
#Shutdown Emitter.&lt;br /&gt;
#Check for obvious causes (core on fire, etc).&lt;br /&gt;
#Disable the injector at the ECC.&lt;br /&gt;
#Wait for the temperature to decrease and the warnings to disappear.&lt;br /&gt;
&lt;br /&gt;
Mid Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Set the Output Regulator value to zero at the ECC to attempt to remove all the gas from the core.&lt;br /&gt;
#Advise CoC of possible Engine Emergency.&lt;br /&gt;
#Perform a SCRAM (instructions below) if CoC requests.&lt;br /&gt;
&lt;br /&gt;
Late Stage&lt;br /&gt;
#Follow all previous steps.&lt;br /&gt;
#Inform COC of Engine Emergency.&lt;br /&gt;
#Engage both coolant pumps to attempt to equalize the temperature.&lt;br /&gt;
#Attempt to cool core manually with fire extinguishers (dangerous).&lt;br /&gt;
#If these are ineffective eject the core to prevent catastrophic explosion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Fire===&lt;br /&gt;
A Core Fire is when the gases in the chamber ignite and start a fire. 99% of the time this is caused by having a too high oxygen percentage in your core. Generally at normal operating temperatures fires will start at 12% oxygen or higher. At higher temperatures though it can start at lower concentrations. &lt;br /&gt;
&lt;br /&gt;
The root cause is normally someone forgetting to activate the gas filter, and it can be fixed by turning it on/maximizing the pressure. Be warned, a fire can quickly lead to Core Delamination, so do not ignore it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Core Leak===&lt;br /&gt;
Oh look, nobody bolted the maintenance doors to the core chamber, and somehow somebody opened it. Now all your gas is leaking out and it is pushing you away from the door so you cannot close it. Simply run to the shutters button to close the blast shutters. Then have a buddy stand next to the open door and quickly close it when you raise the shutters. &lt;br /&gt;
You will have lost lots of N2, and most likely irradiated the compartment. Adding more N2 is easy, but make sure people know not to walk into the compartment without radiation suits.&lt;br /&gt;
===Emergency Gas Shunt/SCRAM===&lt;br /&gt;
You have royally screwed things up now, and you need to quickly shutdown the reactor and prevent a meltdown, but save the Shard. You will be severely injured (and possibly die) from doing this. However this might be the only way to stop a catastrophic core fire if it grows too large.&lt;br /&gt;
&lt;br /&gt;
#Turn off the emitter.&lt;br /&gt;
#Disable Input Injection, set Output Regulator to zero, and enable both coolant pumps.&lt;br /&gt;
#Run inside the chamber and pull the shard off of the mass driver.&lt;br /&gt;
#Run back outside the chamber and hit the mass driver button to open the blast door. This will vent the gas very quickly but you will lose all of it to space.&lt;br /&gt;
#Pray.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cold Start===&lt;br /&gt;
If you have run out of electrical power, you cannot turn on the emitter to activate the Shard. In order to restore power to the ship you have to cold start the engine. The first thing to try is to fire up the Pacman Generator if it is available. This will supply enough power to activate the emitter. &lt;br /&gt;
&lt;br /&gt;
If the Pacman is unavailable or out of fuel, you will have to be more, creative. Firing laser guns or other energy weapons into it will slightly charge the shard. Also, throwing random stuff into the shard will disintegrate them and create small amounts of power. Throwing clowns into it also works; their sacrifice will not be in vain.&lt;br /&gt;
&lt;br /&gt;
===Battle Damage===&lt;br /&gt;
(With upcoming changes to power distribution this section may be made obsolete.)&lt;br /&gt;
It is highly recommended that you safely shutdown the reactor while in battle. Turn off the emitter, disable coolant injection, and set the output regulator to zero. Then disable the pumps and filters in both loops. This means that if battle damage is taken and a pipe is destroyed, you are not pumping all your gas into space.&lt;br /&gt;
Also, closing the blast shutters is advised because the windows may be broken by incoming fire. After the battle is over report the damages (if any) to the chain of command and advise them on repair times. If the repairs will take too long, activate the Pacman generator to supplement the power supply. Repairing the engine should be top priority.&lt;br /&gt;
&lt;br /&gt;
REMEMBER! The CoC needs to be made aware of ALL incidents or accidents that occur. Report through the Chain of Command, first in the engineering channel (:h or :e) to report to your Chief Engineer, who will then report to the Captain via the command channel (:c).�&lt;br /&gt;
&lt;br /&gt;
==Modifications==&lt;br /&gt;
Possibly the best thing about the Supermatter Engine is how modifiable it is. As you work with it you might see some flaws in the design or pump settings. Here are a couple of suggestions for your engine! Be sure to consult the CE when making any modifications, as the engine downtime could affect ship performance. For experienced engineers only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Easy===&lt;br /&gt;
There is a filter to remove the waste O2, but you cannot remove the excess plasma. Is there a way to harvest it?&lt;br /&gt;
&lt;br /&gt;
Gas heaters and coolers might allow you to achieve hotter and colder temperatures.&lt;br /&gt;
&lt;br /&gt;
A second emitter might have some interesting effects.&lt;br /&gt;
&lt;br /&gt;
Volume pumps will drastically change the way the pipes move air. You will achieve much higher pressures, but you will have less control.&lt;br /&gt;
&lt;br /&gt;
===Medium===&lt;br /&gt;
Theoretically, you can boost your power output by starting a fire in the core. “Supercharging” the engine with pure O2 might be a way to do this.&lt;br /&gt;
&lt;br /&gt;
Nitrogen has the second highest heat absorption value, paired with its safeness makes it an excellent coolant. Plasma has the highest heat absorption in the game. Could it be the superior coolant? &lt;br /&gt;
&lt;br /&gt;
You could easily get rid of the waste O2 if you sucked it from the core into space.&lt;br /&gt;
&lt;br /&gt;
===Hard===&lt;br /&gt;
Double TEGs? Double Power?&lt;br /&gt;
&lt;br /&gt;
Atmospherics is located directly below the engine room. Could you tie those pipes into the gas loops? &lt;br /&gt;
&lt;br /&gt;
The heat exchanger in space could be expanded into the CE office for extra cooling, don’t expect him to be happy though.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
{{Guides}}&lt;/div&gt;</summary>
		<author><name>Floyd</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=File:Supermatter_ReferenceSheet.png&amp;diff=5999</id>
		<title>File:Supermatter ReferenceSheet.png</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=File:Supermatter_ReferenceSheet.png&amp;diff=5999"/>
		<updated>2016-10-27T00:05:42Z</updated>

		<summary type="html">&lt;p&gt;Floyd: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Floyd</name></author>
	</entry>
	<entry>
		<id>https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=5871</id>
		<title>Guide to munitions</title>
		<link rel="alternate" type="text/html" href="https://ftl13.com/w/index.php?title=Guide_to_munitions&amp;diff=5871"/>
		<updated>2016-09-23T13:45:44Z</updated>

		<summary type="html">&lt;p&gt;Floyd: edited the bit about keeping people out&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=So you want to shoot the big guns!=&lt;br /&gt;
The first thing every player on FTL13  does when he joins is ask, “How do I shoot the cannon?” Well my young munitions friend, this is the job for you! You get to shoot the MAC Cannon, or Molecular Accelerator Cannon Cannon!&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
The MAC Cannon is one of two primary weapons systems aboard the ship, and compliments the energy-based Phase Cannon. It fires high damage shells that are great at damaging unshielded targets, but will bounce right off shields. Thus, good timing is required for effective operation. &lt;br /&gt;
However as a Munitions Officer you are not responsible for firing the MAC Cannon, but instead maintaining and loading it.  This might sound dull, but it can get quite exciting in the heat of battle&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Reference Image.png]]&lt;br /&gt;
&lt;br /&gt;
=Munitions Quick Start Guide=&lt;br /&gt;
At round start there is not much you need to do. In battle however you are one of the most important members of the crew. Here is a list of your responsibilities:&lt;br /&gt;
*Load the MAC Cannon in battle&lt;br /&gt;
*Coordinate ammo supply levels with the cargo department.&lt;br /&gt;
*Keep idiots out of the Munitions Bay. The only people that should be allowed into the Munitions Bay are the Captain, HoP and HoS.&lt;br /&gt;
&lt;br /&gt;
You have a Command Headset. Spamming with it will only get it taken away. It is to be used to coordinate battle plans and ammo statuses with the Captain and Weapons Bridge Officer. Be sure to ask what type of ammo to load, and report when ammunition is running low.  &lt;br /&gt;
&lt;br /&gt;
==In Battle==&lt;br /&gt;
Using the cannon in battle is simple. All you have to do is open the MAC Cannon’s breech by clicking on it, slide in a shell, arm it, and close the breech to make it ready to fire. &lt;br /&gt;
&lt;br /&gt;
Here are the steps in detail:&lt;br /&gt;
*Open the MAC Cannon’s breech in the same way you would open a morgue tray. Be warned that anything inside the cannon will be forcibly ejected when it is opened. &lt;br /&gt;
*Use the console in the officer to dispense a round from the magazines. Then use the conveyor system to bring the shells to you! Slide it into the loading tray, but don’t close it yet.&lt;br /&gt;
*Arm the shell by clicking on it with a Multitool. This is very important. If you do not, it will not fire and you will waste the round. If necessary you can de-arm the shell by clicking it again. &#039;&#039;&#039;Do not do this step until you are ready to fire. Once an armed shell is loaded you CANNOT remove it. If you do, the live shell will fly out the back of the cannon, detonate, and kill you along with destroying the munitions room.&#039;&#039;&#039;&lt;br /&gt;
*After the bridge fires the shell, eject the spent cartridge by opening the cannon, and repeat the process.  &lt;br /&gt;
&lt;br /&gt;
When in battle, you should try to alternate between shell types. This means you will not run out of ammo super quickly, and that you have a mix of effects when you shoot. The exception to this rule is to not use up all of your Shield Piercing ammo by firing them while their shield generator is destroyed. They do lower damage and are best fired as a first shot to drop their shields.&lt;br /&gt;
&lt;br /&gt;
==Ammo Types==&lt;br /&gt;
There are three types of ammo you can fire out of the Mac Cannon.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Console.PNG|300px|thumb|right|This is the Munitions Console. You have a total of 15 rounds.]]&lt;br /&gt;
&lt;br /&gt;
*High Explosive (HE): This is your standard ammo. It does 5 damage and is good for taking out enemy systems while their shields are down. If their shields are up you will do no damage.&lt;br /&gt;
*Shield Piercing (SP): This type of round will penetrate one layer of enemy shielding. This is very effective as a first shot, as you can target their shield generator and attempt to destroy it. However the round only does 1 damage, so it is the weakest of the ammo.&lt;br /&gt;
*Smart Homing (SM): This round, when fired, will treat the defender as having half of its evasion. This is excellent for attacking small, high evasion ships that will dodge your other shots. This type of ammo does 3 damage. &lt;br /&gt;
&lt;br /&gt;
=Tips and Warnings=&lt;br /&gt;
*Queuing up multiple rounds on the conveyor can speed up the reloading process. &lt;br /&gt;
*Starting off with a Shield Piercing round, then using a mix of HE and SM is a good combat mix.&lt;br /&gt;
*Inform the chain of command when ammo is running low. You can purchase more from stations, but the captain needs to know when you are running out so he does not enter combat without a MAC Cannon.&lt;br /&gt;
*Keep other crewmembers out of the Munitions Room. They will either mess things up or accidentally (or intentionally) eject an armed shell from the cannon and ruin everything. You have a baton, use it!&lt;br /&gt;
*Make sure the Quartermaster knows to order more shells whan docked at a station.&lt;br /&gt;
*You can open the Ammo Racks by clicking on them, this allows you to load more rounds into them.&lt;br /&gt;
*If you have to go AFK or leave the round, let somebody know either IC or OOC, so somebody can take your place.&lt;br /&gt;
&lt;br /&gt;
[[File:Munitions Damaged.PNG|600px|thumb|left|Don&#039;t be the guy who ejects a live shell and destroys the Munitions Department!]]&lt;/div&gt;</summary>
		<author><name>Floyd</name></author>
	</entry>
</feed>